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[M]/[P] Liquid (Updated) - Page 4

Forum Index > SC2 Maps & Custom Games
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EffectS
Profile Joined May 2010
Belgium795 Posts
March 08 2011 19:11 GMT
#61
On March 09 2011 04:08 dezi wrote:
Show nested quote +
On March 09 2011 03:55 Griffith` wrote:
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\

Is this the attempt to create the perfect map? Oo


I feel the same way.
TEEHEE
Griffith`
Profile Joined September 2010
714 Posts
March 08 2011 19:15 GMT
#62
its a very very rough draft
griffith.583 (NA)
Endymion
Profile Blog Joined November 2009
United States3701 Posts
March 08 2011 19:16 GMT
#63
I always liked 2 and 3 player maps more than 4 player maps. The map just loses its character when you have to balance 4 sides instead of 2 or 3. I mean look at sin chupung ryeong and medusa opposed to python or colosseum
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
simbot
Profile Joined August 2010
Australia95 Posts
March 15 2011 14:10 GMT
#64
lol 4 pages and then then 4 posts of negative feedback this died completely
adso
Profile Joined March 2011
718 Posts
March 15 2011 15:28 GMT
#65
give it time/work/good will
RobiTL
Profile Joined July 2010
France55 Posts
Last Edited: 2011-03-15 15:42:42
March 15 2011 15:35 GMT
#66
Why isn't there the 3 players option ? Testbug is an example of a good 3player map.

I don't like 2 players because too easy to proxy without even scouting, or other all-inish things without scout needed.

I don't really like most 4 players map because it takes a very long time to scout (especially on macro maps).
For instance, I like to fast-expand once I saw there was no 6pool/cheese. On some 4players maps, it's just impossible depending on luck/scout order.


Edit : Just saw the preview, the narrow bridges bothers me as a Zerg player.
Edit2 : There is no such thing as a perfect map. Variety of maps is what is needed.
Born to be Zerg
Space Invader
Profile Joined September 2010
Australia291 Posts
March 15 2011 15:50 GMT
#67
I think you meant to name this the "Most Boring" TeamLiquid Map. As much as everyone might think the perfect map is the simplest most balanced map, you'll probably find that a 'perfect' map is actually just a bad, impossible concept.
I may be of thome athithtanthe if there ith a thudden crithith!
JiYan
Profile Blog Joined February 2009
United States3668 Posts
March 15 2011 16:25 GMT
#68
i think its weird how in general people want 'macro' games but vote as if they want 'turtle' games. i think macro games is more of a style of play, but having maps that so strongly encourage you to wait until 3 base before attacking is is not really the way to go.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
March 15 2011 16:59 GMT
#69
I'm surprised at all the people choosing 4player map over 2player.

4 Player maps introduce a real "luck" factor as far as rolling close/far positions. I agree with the comments Jinro made about metalopolis being one of the worst maps since it's pretty much a win/lose roll of the dice. Any maps that try to eliminate close positions by spoking the direction of each base still has the inevitable problem of map imbalance, such that in every non-cross matchup one players third base will be significantly easier to take and defend, such as backwater gulch.

2 player map simply eliminates all of these problems.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Kazzabiss
Profile Joined December 2010
1006 Posts
March 15 2011 17:39 GMT
#70
On March 16 2011 00:35 RobiTL wrote:
Edit2 : There is no such thing as a perfect map. Variety of maps is what is needed.

Why is it impossible to have a map that is 50-50 in all match-ups?
ALL ABOARD THE INTERNET BANDWAGON
Disciple7
Profile Joined August 2010
United States198 Posts
March 15 2011 17:52 GMT
#71
On March 08 2011 15:06 Geovu wrote:
+ Show Spoiler [TLParadise] +
[image loading]
Feel free to comment. I think maybe the 3rd is a little wide open personally :o


I also made a version of the map that is better suited to Blizz's creative style of mapmaking:

+ Show Spoiler [BlizzParadise] +
[image loading]
Brown Turds = Destructable rocks


Keep up the voting guise!


OMG GENIUS, I suggest we call the first one Xel'Naga Caverns, and the second one something shitty and stupid.....like.....STEPPES OF WAR!!!

Lol but no seriously, your first one's concept does look very good (like an improved XNC).

I'm not too keen on Griffith's map though...Looks like Siege tanks will be LOL NO GROUND, and air play will be extremely dominant. I think if the bridges were made much wider the map would be pretty decent. Oh, and, third is also extremely easy to defend with siege tanks from high ground.
A fanatic is one who can't change his mind and won't change the subject. -Winston Churchill
lefix
Profile Joined February 2011
Germany1082 Posts
March 15 2011 19:06 GMT
#72
first one could be called "grats terran on 2 free gold bases at the most strategical point of the map"
Map of the Month | The Planetary Workshop | SC2Melee.net
Ownos
Profile Joined July 2010
United States2147 Posts
March 15 2011 20:13 GMT
#73
On March 07 2011 17:36 Mogget wrote:
Looking at the results so far, zerg win% on this map? %100 lol

huge map with easily defensible natural and quick third, and only semi open air, this would be better if it was vulnerable from air so the other races could put -some- sort of early pressure on a zerg, (remember that protoss/terran actually need to be able to make a zerg panic so they dont just get out macro'd and die)

I agree with the earlier sentiment that there should be 4 more of these poll's, this one as mixed and an additional poll for each race (counting random as a race)

Im also not sure why everyone is hating on the smoke (long grass) sure, we hate cheese, but its not like its hard to throw up a pylon/depo/ovie spotter in there early game, it just adds another dimension to the early game, punishes lasy people, and lures cheesy people to perform extreemly predictable and scoutable proxies.

I also agree totally with Sadist's point.

Other than that, at the very least this will be a nice chance in venue to play on such a large macro map, so thanks a lot for making the effort to start this thread and develop a map for us all the best of luck! I hope its a sucess


I voted as a protoss player. Longer distances between bases benefit zerg more as their units have excellent mobility and maphacks everywhere. Closed bases make it easier to defend for P/T, but slightly harder for Z. It depends, against a 4 gate you want them to run into your crawlers, but on a map like XNC you can attack at any angle and never have to fight the crawlers while at the same time they can attack your army at any angle. The grass issue I don't really care for so I just voted yes. But I can see if people hate it since you can cheese a little easier.
...deeper and deeper into the bowels of El Diablo
Ownos
Profile Joined July 2010
United States2147 Posts
March 15 2011 20:22 GMT
#74
On March 08 2011 00:38 Griffith` wrote:
I've avoided adding the 3 player option mainly because symmetry is difficult to preserve when the axes of symmetry are non perpendicular to each other. I've also tried to deal with the issue of # of xel'naga towers using a coverage poll, because if i do it simply based on # of towers, they could be placed in awkward positions.


# of towers is irrelevant. It's what's done with them that matters.
...deeper and deeper into the bowels of El Diablo
Absolutionn
Profile Joined October 2010
United States512 Posts
March 15 2011 20:47 GMT
#75
On March 09 2011 04:11 EffectS wrote:
Show nested quote +
On March 09 2011 04:08 dezi wrote:
On March 09 2011 03:55 Griffith` wrote:
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\

Is this the attempt to create the perfect map? Oo


I feel the same way.

It looks like everywhere on the map is a choke, would suck for zerg but maybe it looks that way from the picture.
Jinro | Idra | Qxc | Select
Eiii
Profile Blog Joined April 2009
United States2566 Posts
March 15 2011 20:52 GMT
#76
Hahah, I love these polls. Perfect map? Four players, seven bases per player. LET'S DO THIS
:3
rolfe
Profile Joined September 2010
United Kingdom1266 Posts
March 15 2011 21:39 GMT
#77
i like the map but maybe the gold is a little easy to take? i'm thinking also that those two bridges make defending a little too easy, maybe make them a little wider or something. that said i know nothing about map making so i could well be talking nonsense... anyway gj
life will not be contained. Life breaks free, it expands to new territories and crashes through barriers, painfully, maybe even dangerously but there it is. Life finds a way
OpticalShot
Profile Blog Joined October 2009
Canada6330 Posts
March 15 2011 21:42 GMT
#78
Looks like a giant macrofest map is in order.
[TLMS] REBOOT
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
March 15 2011 21:54 GMT
#79
On March 16 2011 05:52 Eiii wrote:
Hahah, I love these polls. Perfect map? Four players, seven bases per player. LET'S DO THIS

7 bases for each player in a 1v1, not 1v1v1v1.
RobiTL
Profile Joined July 2010
France55 Posts
March 15 2011 22:20 GMT
#80
On March 16 2011 02:39 Kazzabiss wrote:
Show nested quote +
On March 16 2011 00:35 RobiTL wrote:
Edit2 : There is no such thing as a perfect map. Variety of maps is what is needed.

Why is it impossible to have a map that is 50-50 in all match-ups?



Oh, by perfect, I didn't assume a 50-50 in all-matchup.
For instance, IF a square map with no cliff, no ramp, nothing would be 50-50, it wouldn't be perfect to me because it would be just boring.
Born to be Zerg
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