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The argument is only going in a circle because you're responding to new, unanswered points with the same ones they were made in response to, IMO.
i.e., Do you disagree that the ideal maps for foreigners will be different than the ideal maps for pro koreans? Why or why not?
Do you believe foreign map makers lack the competence to execute any plans requested of them? IMO they could make any map we can possibly describe.
Do you think it's too hard to tell them what kind of map we need to make TSL unique and specially tailored to foreign gamers? IMO the same effort spent selecting maps could be spent giving them more instructions.
It seems to me like they can make just about anything and the only thing they lack is information from advanced gamers or whoever is deciding their maps aren't up to par. You already must have this information in order to reject their maps, so why not share it with them? Is it the time it takes to type it out that is stopping all this?
So I agree this is going in circles; I've said just about all this several times. But I must be missing something because the only response I see does not address these basic points.
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I don't think TSL wants all the politics of having us mappers make maps to force certain imbalances/trends etc. That alone makes it hard to accept a foreign map which won't completely follow the trends of the korean mappers, when most of the players already do. We could do it though, imo, if that's what TSL wants.
This just in: Team Liquid forum found responsible for the creation of crop circles with their circular arguments!
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Nightmarjoo what is the difference between balancing a map and "force certain imbalances/trends etc."? I feel like when you "balance" a map you are always "force certain imbalances/trends etc." in a way that is tailored to your opinion of the player pool, their abilities with the races at the current time, etc.
If you find out a map is 70%/30% in a matchup you try to adjust this. Obviously player pool is a big effect on whether this happens or not. For instance in a USA only league the balance between Z and other races is going to be different, and if you insist on using maps that pro gamers use, blindly, you will simply have bad games and lack of zerg.
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Aotearoa39261 Posts
On August 16 2008 00:08 LazarusSpeaks wrote: The argument is only going in a circle because you're responding to new, unanswered points with the same ones they were made in response to, IMO. okay let's go through each of your points
i.e., Do you disagree that the ideal maps for foreigners will be different than the ideal maps for pro koreans? Why or why not? Varies. Maps like bluestorm 1.1 in ZvT favor micro intensive 2hatch mutalisks builds - the likes of which is difficult to pull off outside korea. Whereas everyone can pretty much play a standard game on python. The variety obviously comes from the increase possibilities for korean players (due to greater control/macro/management) and the smaller margins of error they are playing in. In the foreign scene there are larger skill discrepancies and a larger array of strategies that are viable. It's completely map dependent.
Do you believe foreign map makers lack the competence to execute any plans requested of them? IMO they could make any map we can possibly describe. No - foreigners can make maps at least as good as koreans can. When you examine who exactly is making maps in korea there are a exclusive group of around 2/3 mappers designing everything in circulation. The foreign scene is comparable to the korean amateur scene which a lot of the ideas are taken from and adapted by more "skilled" mappers. I believe that the foreign mappers do have the ability to create maps of at least amateur korean standard, if not pro standard.
Do you think it's too hard to tell them what kind of map we need to make TSL unique and specially tailored to foreign gamers? IMO the same effort spent selecting maps could be spent giving them more instructions. Yes, it is up to the artist to create art for the art lover to enjoy - not for the art lover to direct the artist while he is creating his masterpiece. Obviously deciding the medium for the given art work can be predetermined (sculture/oil painting etc) just as general directions can be given (island, macro etc).
It seems to me like they can make just about anything and the only thing they lack is information from advanced gamers or whoever is deciding their maps aren't up to par. You already must have this information in order to reject their maps, so why not share it with them? Is it the time it takes to type it out that is stopping all this? I dont quite understand the question. I think you're asking about the fact that the only limitation is that foreign maps dont get testing? We only tested faoi as including any other foreign map would lead to distasted - atleast faoi was in the iccup map map. We didn't decide against Faoi for purely balance reasons, it encompassed a number of factors including the release of new korean maps (thus voiding the 'fresh concept' argument). I am not going to repeat the discussion here as it is not meant for the public.
So I agree this is going in circles; I've said just about all this several times. But I must be missing something because the only response I see does not address these basic points. Satisfied?
On August 17 2008 00:06 LazarusSpeaks wrote: Nightmarjoo what is the difference between balancing a map and "force certain imbalances/trends etc."? I feel like when you "balance" a map you are always "force certain imbalances/trends etc." in a way that is tailored to your opinion of the player pool, their abilities with the races at the current time, etc.
If you find out a map is 70%/30% in a matchup you try to adjust this. Obviously player pool is a big effect on whether this happens or not. For instance in a USA only league the balance between Z and other races is going to be different, and if you insist on using maps that pro gamers use, blindly, you will simply have bad games and lack of zerg. Balance changes across a season - a fact you are ignoring. Maps do undergo a number of revisions across time - but they CANNOT change within a league. Once that version is out - that's it. So when the balance reports start turning up negative for one particular matchup there's nothing you can do despite all the balance testing you've done beforehand. Sure you can fix that after the season - thats why we have up to 3 versions for many maps fixing balance issues.
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Do you think it's too hard to tell them what kind of map we need to make TSL unique and specially tailored to foreign gamers? IMO the same effort spent selecting maps could be spent giving them more instructions. Yes, it is up to the artist to create art for the art lover to enjoy - not for the art lover to direct the artist while he is creating his masterpiece. Obviously deciding the medium for the given art work can be predetermined (sculture/oil painting etc) just as general directions can be given (island, macro etc).
It seems to me like they can make just about anything and the only thing they lack is information from advanced gamers or whoever is deciding their maps aren't up to par. You already must have this information in order to reject their maps, so why not share it with them? Is it the time it takes to type it out that is stopping all this? I dont quite understand the question. I think you're asking about the fact that the only limitation is that foreign maps dont get testing? We only tested faoi as including any other foreign map would lead to distasted - atleast faoi was in the iccup map map. We didn't decide against Faoi for purely balance reasons, it encompassed a number of factors including the release of new korean maps (thus voiding the 'fresh concept' argument). I am not going to repeat the discussion here as it is not meant for the public.
cop out answers
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Aotearoa39261 Posts
care to show me why they are cop outs?
While the maps are an integral part of the tournament we have lots of other things to organize and you cannot honestly expect us to babysit you through the map making progress. We can critique - as we have - and ask for changes. But we can't make the maps for you, else we would do them ourselves.
If he clarified his second question he would get a better answer, enough said.
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I think he's saying that he feels those answers are perhaps not quite the truth but rather just practical answers to avoid saying the potentially incriminating "truth" which might make TL appear "racist" against foreign maps, though I'm not saying that I personally agree with this.
At this point bwm activity appears to be dropping even more, with Testbug at school and away from home, for 6 months, so I think it's unlikely we'll make any other new maps to propose for TSL2 maps, though it's certainly still possible someone might make a jewel, or edit an older map really nicely, and whatnot. So realistically, for the most part I think it's just up to seeing if people enjoy these 6 maps at all, and if they have any future here. Hopefully the bi-weekly daily tournies have good turnouts and we can collect lots of replays, impressions, and general and/or specific comments on the maps, to try and perfect them.
Kennigit had hinted that he was going to get some people with good sc insight to look at the maps and perhaps get some more indepth-looking / testing done on some of the maps, any updates on that would be greatly appreciated. If any silly little things come up during any form of testing, we can jump on them instantly and give you guys better versions of the maps.
After Plexa approached me about potentially using Faoi in TSL1, he and I started looking over the map and people's complaints with the maps. We started addressing things step by step, just overall fixing little things in the map. I then decided I couldn't work with the current version (2 at the time), and had to literally remake the map from scratch, but the end product followed by subsequent and even some very recent updates made the map much better than the originally released version of the map. It may not be the perfect map, but I think for the most part it's as perfect as it can get without major edits, to essentially make it a different map. I think that for something like TSL2 we'd basically also need to perhaps not perfect the maps, but make them as perfect as possible.
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Plexa, first of all, thank you 100%. I am very satisfied now that you have answered my points. I recognize that I may have made it too difficult to do, earlier in the thread. That being said, there may be more meat on the bones if anyone is interested in swimming back there. But anyways, I really appreciate you responding to my post, and I hope you enjoyed writing it as much as I enjoyed seeing it happen.
Because you have done this, I think I can see that you disagree with one of my premises, so now I can clearly see why I conclude one thing and you something else. From what I can tell, we agree on everything except these points:
Show nested quote +On August 17 2008 00:06 LazarusSpeaks wrote: Nightmarjoo what is the difference between balancing a map and "force certain imbalances/trends etc."? I feel like when you "balance" a map you are always "force certain imbalances/trends etc." in a way that is tailored to your opinion of the player pool, their abilities with the races at the current time, etc.
If you find out a map is 70%/30% in a matchup you try to adjust this. Obviously player pool is a big effect on whether this happens or not. For instance in a USA only league the balance between Z and other races is going to be different, and if you insist on using maps that pro gamers use, blindly, you will simply have bad games and lack of zerg. Balance changes across a season - a fact you are ignoring. Maps do undergo a number of revisions across time - but they CANNOT change within a league. Once that version is out - that's it. So when the balance reports start turning up negative for one particular matchup there's nothing you can do despite all the balance testing you've done beforehand. Sure you can fix that after the season - thats why we have up to 3 versions for many maps fixing balance issues. I concede that balance changes; it can change at any point, because the players will have new strategies and new expectations. However when I refer to 70%/30% I am referring to stats that are gained across enough games to be fairly certain there is something strongly, unacceptably biased going on--not star league stats like 5-3 or 2-1 or even 25-15. The margin of error in such data pools is simply too large.
Obviously an assessment of balance on a map is an estimate. My only point is that when you decide a map is "fair" it is relative to the players involved. You agreed with this--some maps may be good for pro gamers, and not good for foreigners. Therefore, we have an obligation to tailor the map pool to the foreign gamers (as you have been doing). We have an opportunity, therefore, for foreign map makers to make maps that we have not seen for pro gamers--they have more options, in theory, because they can ignore certain things that would only matter for pro koreans. They do not have to worry about balancing strategies that foreigners can't do. They can tailor the map to make a maximally interesting map for foreigners, because different things are excluded for them, than are for pro maps. It follows that there must be maps better for foreigners than any that currently exist in the pro korean pool. If none of the existent foreigner maps are up to par, the missing step is that we aren't telling them what they need to fix.
Show nested quote +Do you think it's too hard to tell them what kind of map we need to make TSL unique and specially tailored to foreign gamers? IMO the same effort spent selecting maps could be spent giving them more instructions. Yes, it is up to the artist to create art for the art lover to enjoy - not for the art lover to direct the artist while he is creating his masterpiece. Obviously deciding the medium for the given art work can be predetermined (sculture/oil painting etc) just as general directions can be given (island, macro etc). This is false. A map is not a painting. It's a place where games are played. If there are flaws in it that make it unsuitable, they need to be fixed. This is not merely one way to look at it. It's how the map makers themselves look at it, as you can see on their site. They are pointed out weaknesses in terms of balance, in terms of specific places that are flawed, specific problems matchups may have. You do this yourself when you describe why one map is fine for pro koreans but imba for foreigners. You say yourself that foreign gamers find foreign maps unacceptable--the balance isn't advanced enough. Well then, if we tell them what they need to work on, they will do it. You can't say we shouldn't, because "they are artists" or whatever. That is bogus. They work in teams. They remake eachothers maps, and other peoples. They take instruction from anyone who gives it. That is their art. Not solo blindfolded map making and hoping it emerges from the womb fluent in nine languages. Just no. This is where we aren't agreeing.
Show nested quote +It seems to me like they can make just about anything and the only thing they lack is information from advanced gamers or whoever is deciding their maps aren't up to par. You already must have this information in order to reject their maps, so why not share it with them? Is it the time it takes to type it out that is stopping all this? I dont quite understand the question. I think you're asking about the fact that the only limitation is that foreign maps dont get testing? We only tested faoi as including any other foreign map would lead to distasted - atleast faoi was in the iccup map map. We didn't decide against Faoi for purely balance reasons, it encompassed a number of factors including the release of new korean maps (thus voiding the 'fresh concept' argument). I am not going to repeat the discussion here as it is not meant for the public. Not testing. Detailed feedback. People look at maps and say "that map's not ready. we won't play that map." In the heads of those people are reasons why, unless they are simply making uninformed judgments in which case their opinion means nothing. All I'm saying is, if those reasons are shared--if some of those people who are rejecting the maps will speak up a little more clearly (and I beg that anyone who can increase the chance of this happenning do their best, up to and including Plexa himself), I am confident (and you are too, according to your post) that the foreign map makers will, as much as possible, meet all demands. The result will be better maps than we have ever seen. So my question is, why isn't this happening? The maps are being rejected and the map makers don't really know what they need to change. They have to aggressively hunt and stalk people to find out what they need to fix, and then the map is still rejected. This has to change if you want TSL to be as good as possible. TSL can get to the point where koreans watch it to find out which maps will be stolen from it for their leagues. If only you want it to.
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lol you're not allowed to say all that, that'll just make them mad and then the maps won't get in for a whole new reason.
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You're right. Maybe I just don't like you guys. Mission accomplished.
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Aotearoa39261 Posts
On August 18 2008 07:21 LazarusSpeaks wrote:Show nested quote +On August 17 2008 00:06 LazarusSpeaks wrote: Nightmarjoo what is the difference between balancing a map and "force certain imbalances/trends etc."? I feel like when you "balance" a map you are always "force certain imbalances/trends etc." in a way that is tailored to your opinion of the player pool, their abilities with the races at the current time, etc.
If you find out a map is 70%/30% in a matchup you try to adjust this. Obviously player pool is a big effect on whether this happens or not. For instance in a USA only league the balance between Z and other races is going to be different, and if you insist on using maps that pro gamers use, blindly, you will simply have bad games and lack of zerg. Balance changes across a season - a fact you are ignoring. Maps do undergo a number of revisions across time - but they CANNOT change within a league. Once that version is out - that's it. So when the balance reports start turning up negative for one particular matchup there's nothing you can do despite all the balance testing you've done beforehand. Sure you can fix that after the season - thats why we have up to 3 versions for many maps fixing balance issues. I concede that balance changes; it can change at any point, because the players will have new strategies and new expectations. However when I refer to 70%/30% I am referring to stats that are gained across enough games to be fairly certain there is something strongly, unacceptably biased going on--not star league stats like 5-3 or 2-1 or even 25-15. The margin of error in such data pools is simply too large. Obviously an assessment of balance on a map is an estimate. My only point is that when you decide a map is "fair" it is relative to the players involved. You agreed with this--some maps may be good for pro gamers, and not good for foreigners. Therefore, we have an obligation to tailor the map pool to the foreign gamers (as you have been doing). We have an opportunity, therefore, for foreign map makers to make maps that we have not seen for pro gamers--they have more options, in theory, because they can ignore certain things that would only matter for pro koreans. They do not have to worry about balancing strategies that foreigners can't do. They can tailor the map to make a maximally interesting map for foreigners, because different things are excluded for them, than are for pro maps. It follows that there must be maps better for foreigners than any that currently exist in the pro korean pool. If none of the existent foreigner maps are up to par, the missing step is that we aren't telling them what they need to fix. While this may seem like a short answer, why do you think we removed troy from the map pool? The map fares decently at pro level but is a complete protoss map outside of korea - hence we axed it. We are aware of the differences but with that being said the extreme balances changes between pro and foreign level only happen on a select few maps whereas the majority (read; python clones) play very similarly. Thus the map pool does end up balancing the foreign level aptly. That being said, i can't see how the foreign map making community will do anything exceptional when it comes to balancing it purely for foreigners - at least in the concept development stage. The discrepancies are not as big as you are trying to make out and hence the maps produced will look very similar to the maps that are balanced for both atm (ie most maps). Obviously, in balance testing maps will be altered dramatically - this happens everywhere i mean, does anyone remember longinus 0.9? + Show Spoiler +
Show nested quote +Do you think it's too hard to tell them what kind of map we need to make TSL unique and specially tailored to foreign gamers? IMO the same effort spent selecting maps could be spent giving them more instructions. Yes, it is up to the artist to create art for the art lover to enjoy - not for the art lover to direct the artist while he is creating his masterpiece. Obviously deciding the medium for the given art work can be predetermined (sculture/oil painting etc) just as general directions can be given (island, macro etc). This is false. A map is not a painting. It's a place where games are played. If there are flaws in it that make it unsuitable, they need to be fixed. This is not merely one way to look at it. It's how the map makers themselves look at it, as you can see on their site. They are pointed out weaknesses in terms of balance, in terms of specific places that are flawed, specific problems matchups may have. You do this yourself when you describe why one map is fine for pro koreans but imba for foreigners. You say yourself that foreign gamers find foreign maps unacceptable--the balance isn't advanced enough. Well then, if we tell them what they need to work on, they will do it. You can't say we shouldn't, because "they are artists" or whatever. That is bogus. They work in teams. They remake eachothers maps, and other peoples. They take instruction from anyone who gives it. That is their art. Not solo blindfolded map making and hoping it emerges from the womb fluent in nine languages. Just no. This is where we aren't agreeing. I think you misunderstand the point of the metaphor the metaphor refers to the conceptualization and creation of the initial map. As that appeared to be what you were asking about. But it looks like instead you were talking about ongoing refinement of the map? Then the metaphor obviously doesn't apply. Most foreigners don't beleive there is a problem with balance (indeed it is expected of all maps, korean and foreign alike) rather obscurity of the map and the fact they can't practice with koreans on it. Indeed this point is the largest reason why foreigners don't want foreign maps. If we are considering a map we will (and have) give feedback to better the map.
Show nested quote +It seems to me like they can make just about anything and the only thing they lack is information from advanced gamers or whoever is deciding their maps aren't up to par. You already must have this information in order to reject their maps, so why not share it with them? Is it the time it takes to type it out that is stopping all this? I dont quite understand the question. I think you're asking about the fact that the only limitation is that foreign maps dont get testing? We only tested faoi as including any other foreign map would lead to distasted - atleast faoi was in the iccup map map. We didn't decide against Faoi for purely balance reasons, it encompassed a number of factors including the release of new korean maps (thus voiding the 'fresh concept' argument). I am not going to repeat the discussion here as it is not meant for the public. Not testing. Detailed feedback. People look at maps and say "that map's not ready. we won't play that map." In the heads of those people are reasons why, unless they are simply making uninformed judgments in which case their opinion means nothing. All I'm saying is, if those reasons are shared-- if some of those people who are rejecting the maps will speak up a little more clearly (and I beg that anyone who can increase the chance of this happenning do their best, up to and including Plexa himself), I am confident (and you are too, according to your post) that the foreign map makers will, as much as possible, meet all demands. The result will be better maps than we have ever seen. If those reasons existed we would communicate them, as i've stated before, only the most ignorant argue balance as why they choose not to play, its a practice issue. When conceptualizing the tournament we had to consider whether or not players will practice the maps or not. On the ladder - are players going to have the time/take the time to learn and practice the map? Obviously intensive practicing with other TSL participants its out of the question because your trying to hide your style on the map etc. It's a difficult thing to juggle around - some of the staff argued that if a player was serious about the tournament that they would learn the maps to get the cash, but we also wanted to make the tournament as player friendly and easy to play in as possible. If we have major/minor qualms about makes we will give constructive feedback.
So my question is, why isn't this happening? The maps are being rejected and the map makers don't really know what they need to change. They have to aggressively hunt and stalk people to find out what they need to fix, and then the map is still rejected. This has to change if you want TSL to be as good as possible. TSL can get to the point where koreans watch it to find out which maps will be stolen from it for their leagues. If only you want it to. btw i can read your edit Nothing is happening yet because we are still in the planning phase of TSL - we're not thinking about maps yet.
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Plexa! Once again I am indebted to you greatly for your excellent comments. I feel like you have made further mutual understanding possible where it seemed hopeless, simply by these last two gifts you have delivered here.
On August 19 2008 09:05 Plexa wrote: While this may seem like a short answer, why do you think we removed troy from the map pool? The map fares decently at pro level but is a complete protoss map outside of korea - hence we axed it. We are aware of the differences but with that being said the extreme balances changes between pro and foreign level only happen on a select few maps whereas the majority (read; python clones) play very similarly. Thus the map pool does end up balancing the foreign level aptly. That being said, i can't see how the foreign map making community will do anything exceptional when it comes to balancing it purely for foreigners - at least in the concept development stage. The discrepancies are not as big as you are trying to make out and hence the maps produced will look very similar to the maps that are balanced for both atm (ie most maps). Obviously, in balance testing maps will be altered dramatically - this happens everywhere i mean, does anyone remember longinus 0.9? Yes it seems again we are in agreement but there were some misunderstandings, for the most part. Your own actions, as you mention, prove that different maps will be acceptable and unacceptable, and therefore also, ideal and less than ideal, for a foreigner tournament as opposed to a pro tournament. Perhaps now that we have narrowed the area of dispute down so specifically--to a concept development stage, now I can perhaps offer my final opinions on the subject--my final plea.
I think you misunderstand the point of the metaphor the metaphor refers to the conceptualization and creation of the initial map. As that appeared to be what you were asking about. But it looks like instead you were talking about ongoing refinement of the map? Then the metaphor obviously doesn't apply. Most foreigners don't beleive there is a problem with balance (indeed it is expected of all maps, korean and foreign alike) rather obscurity of the map and the fact they can't practice with koreans on it. Indeed this point is the largest reason why foreigners don't want foreign maps. If we are considering a map we will (and have) give feedback to better the map. That is not what I was asking about at all. I believe the foreign map makers are impersinating pro korean maps because that's the only ideal there is to aim for. Problem is, their maps aren't tested by pros--or even top foreigners. The concepts are roughly "pro-like" but "different" only vaguely.
If those reasons existed we would communicate them, as i've stated before, only the most ignorant argue balance as why they choose not to play, its a practice issue. When conceptualizing the tournament we had to consider whether or not players will practice the maps or not. On the ladder - are players going to have the time/take the time to learn and practice the map? Obviously intensive practicing with other TSL participants its out of the question because your trying to hide your style on the map etc. It's a difficult thing to juggle around - some of the staff argued that if a player was serious about the tournament that they would learn the maps to get the cash, but we also wanted to make the tournament as player friendly and easy to play in as possible. If we have major/minor qualms about makes we will give constructive feedback. Now we are back to the practice issue. What about the remedies for this situation I have suggested earlier in the thread? What about the argument that they train for WCG just fine and that TSL has the potential to be even more important, therefore more incentive? I think the issue of what to do so that foreigners can all train for a pro league, is a complicated one, but it is not an issue that has no approaches to it. It deserves a hard, detailed, separate look. More than will fit at the bottom of this giant thread. I think if TSL had all new maps it would still do well, and the ladder is the time to get to play them.
Also would it make a difference if TSL came with all new maps--made by top korean map makers, but maps that were not from pro leagues, but for TSL only? Would it make any difference? If so, then there is some other factor at work here that we're not talking about.
btw i can read your edit Nothing is happening yet because we are still in the planning phase of TSL - we're not thinking about maps yet. Now I will get back to what we were talking about, the design phase vs. the balancing phase of a map.
First of all, TSL can right now be telling available mappers, foreign or not, which designs have potential and which fail, and specifically why. They can whip up a whole new design in response and have a map up that next very day, or at most within two days. They just need the right level of back and forth. Not a one-pass over to see if their maps are good enough. If you are saying they fail at the design level--the maps that aren't even asked to be balanced--I don't think they are being given a chance to respond to the design failures, because if they did you would have new designs perfect for your league right at your fingertips, when obviously right now we don't.
Second, regarding the balance phase--I don't recall you asking anyone to make any changes to any of the maps in TSL1. Is this something you only do with foreign maps? It seems like if these exact maps came out anew from a foreigner you would find faults with them and ask them to make changes. You are missing a chance by not treating all the maps equally in this respect. People will revise any map you want for TSL, just ask them.
In this thread you have made it sound like it's completely up to them to deliver a map to you, and then you can thumbs up or thumbs down it. Or like you're waiting for good maps to appear. I hope I have convinced you that there is more you can do.
But if the main issue is something other than map quality, then let's have a completely separate discussion about those issues, because here I think we have enough just to try to make sure the best possible foreign maps for TSL come into existence, whether TSL finds it appropriate ultimately to use them or not.
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WCG is supposed to represent the international scene, no? Get me a wcg map representative and I'll talk to him about perhaps adding a foreign map, there's no reason the World Cyber Games should bow only to Korea, since despite what they think, Korea does not represent the entire starcraft community, TSL, Tasteless, and Artosis being proof of this. If a map goes into WCG koreans and foreigners alike have need to practice the map, and then the question becomes only balance, which can be answered by active and cooperative map testing.
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Aotearoa39261 Posts
On August 19 2008 11:09 LazarusSpeaks wrote:Plexa! Once again I am indebted to you greatly for your excellent comments. I feel like you have made further mutual understanding possible where it seemed hopeless, simply by these last two gifts you have delivered here. Show nested quote +On August 19 2008 09:05 Plexa wrote: While this may seem like a short answer, why do you think we removed troy from the map pool? The map fares decently at pro level but is a complete protoss map outside of korea - hence we axed it. We are aware of the differences but with that being said the extreme balances changes between pro and foreign level only happen on a select few maps whereas the majority (read; python clones) play very similarly. Thus the map pool does end up balancing the foreign level aptly. That being said, i can't see how the foreign map making community will do anything exceptional when it comes to balancing it purely for foreigners - at least in the concept development stage. The discrepancies are not as big as you are trying to make out and hence the maps produced will look very similar to the maps that are balanced for both atm (ie most maps). Obviously, in balance testing maps will be altered dramatically - this happens everywhere i mean, does anyone remember longinus 0.9? Yes it seems again we are in agreement but there were some misunderstandings, for the most part. Your own actions, as you mention, prove that different maps will be acceptable and unacceptable, and therefore also, ideal and less than ideal, for a foreigner tournament as opposed to a pro tournament. Perhaps now that we have narrowed the area of dispute down so specifically--to a concept development stage, now I can perhaps offer my final opinions on the subject--my final plea. I don't believe that the differences between pro balance and amateur balance can be anticipated. Who would have thought that maps like troy would play so differently at a foreign level? It's difficult to foresee and again must be balanced on a case by case basis.
I think you misunderstand the point of the metaphor the metaphor refers to the conceptualization and creation of the initial map. As that appeared to be what you were asking about. But it looks like instead you were talking about ongoing refinement of the map? Then the metaphor obviously doesn't apply. Most foreigners don't beleive there is a problem with balance (indeed it is expected of all maps, korean and foreign alike) rather obscurity of the map and the fact they can't practice with koreans on it. Indeed this point is the largest reason why foreigners don't want foreign maps. If we are considering a map we will (and have) give feedback to better the map. That is not what I was asking about at all. I believe the foreign map makers are impersinating pro korean maps because that's the only ideal there is to aim for. Problem is, their maps aren't tested by pros--or even top foreigners. The concepts are roughly "pro-like" but "different" only vaguely.[/quote]Oh? The maps i've seen from foreign mappers are not only emulations of the professional maps but also have elements of originality like Avatar and others. I believe that there is a good spectrum of maps within the foreign scene ranging from borderline professional to off the wall crazy.
If those reasons existed we would communicate them, as i've stated before, only the most ignorant argue balance as why they choose not to play, its a practice issue. When conceptualizing the tournament we had to consider whether or not players will practice the maps or not. On the ladder - are players going to have the time/take the time to learn and practice the map? Obviously intensive practicing with other TSL participants its out of the question because your trying to hide your style on the map etc. It's a difficult thing to juggle around - some of the staff argued that if a player was serious about the tournament that they would learn the maps to get the cash, but we also wanted to make the tournament as player friendly and easy to play in as possible. If we have major/minor qualms about makes we will give constructive feedback. Now we are back to the practice issue. What about the remedies for this situation I have suggested earlier in the thread? What about the argument that they train for WCG just fine and that TSL has the potential to be even more important, therefore more incentive? I think the issue of what to do so that foreigners can all train for a pro league, is a complicated one, but it is not an issue that has no approaches to it. It deserves a hard, detailed, separate look. More than will fit at the bottom of this giant thread. I think if TSL had all new maps it would still do well, and the ladder is the time to get to play them.
Also would it make a difference if TSL came with all new maps--made by top korean map makers, but maps that were not from pro leagues, but for TSL only? Would it make any difference? If so, then there is some other factor at work here that we're not talking about.[/quote]If we got Rose of Dream, for example, to make us a map for the tournament I can almost guarantee that top foreigners would react identically to us introducing a foreign map. Although if we did get a map from roseofdream we would probably use it purely because getting a unique map off a top map maker would be phenomenal in terms of korea recognizing the foreign scene.
btw i can read your edit Nothing is happening yet because we are still in the planning phase of TSL - we're not thinking about maps yet. Now I will get back to what we were talking about, the design phase vs. the balancing phase of a map.
First of all, TSL can right now be telling available mappers, foreign or not, which designs have potential and which fail, and specifically why. They can whip up a whole new design in response and have a map up that next very day, or at most within two days. They just need the right level of back and forth. Not a one-pass over to see if their maps are good enough. If you are saying they fail at the design level--the maps that aren't even asked to be balanced--I don't think they are being given a chance to respond to the design failures, because if they did you would have new designs perfect for your league right at your fingertips, when obviously right now we don't.[/quote]I've said before that the TSL map pool would be one where contrasting play styles are favored on different maps. e.g how sair/reaver is popular on Andromeda whereas FE is preferred on BlueStorm. In my own opinion, i believe that a diverse map pool which allows every style to be played with success is far better than a balanced map pool (x4 luna clones!!). If you send us alphas we will critique them and give feedback - but we are not going to go looking very hard for maps. If we really like the concept im sure TL will actively go about getting the map balance tested.
Second, regarding the balance phase--I don't recall you asking anyone to make any changes to any of the maps in TSL1. Is this something you only do with foreign maps? It seems like if these exact maps came out anew from a foreigner you would find faults with them and ask them to make changes. You are missing a chance by not treating all the maps equally in this respect. People will revise any map you want for TSL, just ask them. I dont think any of the korean maps could have been edited from the versions used. I can say with almost 100% certainty that no korean map will be altered for the tournament purely because the map then becomes different and hence we have the same situation. Its like ghemTV LT - who in their right mind would play such a crap version of LT .
In this thread you have made it sound like it's completely up to them to deliver a map to you, and then you can thumbs up or thumbs down it. Or like you're waiting for good maps to appear. I hope I have convinced you that there is more you can do.
But if the main issue is something other than map quality, then let's have a completely separate discussion about those issues, because here I think we have enough just to try to make sure the best possible foreign maps for TSL come into existence, whether TSL finds it appropriate ultimately to use them or not. This issue is definitely not map quality. Although with that being said the flagship for the foreign scene would have to be outstanding for any subsequent maps to be used.
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Despite what you're saying Plexa, I don't think the rest of TL is quite as sensible as you are I think many people, including the players and other TSL admins would probably disagree on many of those points. I definitely lol'd when you said "If we really like the concept im sure TL will actively go about getting the map balance tested". The stark difference from responses to the maps in their own threads and to the concept of actually using the maps alone should show how false this point is. Sure you could say, "oh they didn't really like the map as much as they said", but you could say that forever. So far I've hosted 3 tournaments using maps which almost unanimously got great replies, with the original idea thread in broodwar getting a fair amount of attention, and nearly no negative feedback. In the first tournament 17 showed up. In the second tournament, I had to play just to get 14 people to play. In the third, 4 people showed up. If the problem really was time alone, you guys should've spoken up when I said in the original thread "OK I'M HOSTING THIS AT 3 PM EST 21:00 CET, IS THERE ANYTHING YOU'D WANT CHANGED?". Likewise for any other problem. A few people have said in the tournament itself's thread make it later or on the weekend and they'll show, but for the most part I'm not getting any feedback. Tons of people say, "WOW THESE MAPS ARE AWESOME, LET'S PLAY ON THEM", but they don't show up.
Since people for the most part don't show up when I actually make an event to make it easy for people to play on these maps, apparently people don't care all that much about testing maps they supposedly like. If I have to make a money prize just to get people to come, obviously people don't really want to play on the maps. But I really don't know, getting nearly no turnout with nearly no feedback doesn't really help.
We've given you some maps to look at, and given you a way to play on them with a bunch of other people, yet we're getting nearly no feedback or replays in return. There are of course exceptions to this.
I guess if no one gives a shit there's nothing to do, but so many people have I guess tried to be nice and told us "oh yeah of course you have a shot, just make great maps!" when in fact that's not true. You could say, "oh well it's just not a big part of what we're thinking about since we're not in the planning stage of TSL2", but odds are high that we'll get hit with torrents of "oh later, don't worry!" bullshit.
If we have trouble getting SIXTEEN people to come just to have fun and play on some interesting and new maps, how in hell can we get the entire community play on the maps? When it comes down it though, it just depends on TSL. If TSL uses the maps, even if the players don't like them and complain, they'll still play them. Since they're spoiled and used to being babied they'll whine sure, but they'll still play. You think the best foreigners in the world would boycott TSL2 if it used foreign maps? Even if the maps weren't top notch I doubt this would happen. The progamers I doubt are always happy about playing the maps they're told to play, especially when they're so imbalanced in some matchup, but since money is involved they play anyway. Since of course TSL would much rather baby the players then make them go out of their way, getting a foreign map there just won't happen. The players have already made if pretty clear they would rather not have foreign maps involved, and the people who said they liked the maps and wanted to play them apparently don't actually care that much.
I just wish what people said mirrored what people actually do more -_-
But I dunno the whole thing seems hopeless. I can't beat the argument of having no practice outets for the maps, since it's unlikely I could get the map into wcg or something. I can't beat the balance/map quality thing, since if no one plays/tests the map I have no proof to show. I also thusly can't show that any of the maps are interesting either.
Despite having said all that, I'm gonna keep trying the stupid tournaments, but please give me feedback on what I should change about them to get you to show up. Broodwarmaps.net is here and ready to make any map you want, edit any map you like, etc. We're here, we're ready, and we're willing. Just give us the word.
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if it were up the players back in 2001 in korea i think we'd still be playing LT
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Isn't 6 pm PST 3 pm EST? as in, when the tournaments start?
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Aotearoa39261 Posts
On August 21 2008 14:34 anotak wrote: if it were up the players back in 2001 in korea i think we'd still be playing LT huh? those players opted for changes in map pools and indeed LT was removed altogether reletively early on.
On August 21 2008 13:38 Nightmarjoo wrote: ~ Running those tournaments would be frustrating, and we appreciate the fact that you are running it. Obviously no one is really going to turn up without $$ incentive. If we really like a map, there is the possibility of running some $$ tours - but nothing from that list stands out and screams "hey i am the map that is going usher in the new era". Like i said to you earlier, the first foreign map really needs to be something exceptional for obvious reasons.
When you talk about progamers not liking maps you are absolutely correct. Particular maps do not mesh well with various players the most notable being Mercury. But yes, they practice those maps anyway. I don't think we'd see a foreign boycott if we included one lone map, there may be an outcry from the foreign scene that these maps suck or whatever - people would still play due to the cash incentive. But we also want to foster a good gaming environment where players are happy to play because too often tournaments are held which do not reflect the needs of the players and hence makes their experience worse.
We'll talk about things, and see what happens i guess...
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