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Map of the Month #9 - Page 12

Forum Index > SC2 Maps & Custom Games
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eTcetRa
Profile Joined November 2010
Australia822 Posts
September 13 2011 08:41 GMT
#221
Oh wow, this month is going to be difficult. Though I know which map I'm going to vote on and exactly why I'm going to vote on it. Here's a hint (rocks in the middle ).

Quick question about the write-ups, you doing them for all the maps you considered for top5 or just the top5 maps? I'd love to get a write-up on my own map as well (FlameStrike) if that were possible.

This is Holiver btw, got name change ^.^
Retired Mapmaker™
Big J
Profile Joined March 2011
Austria16289 Posts
September 13 2011 08:46 GMT
#222
On September 13 2011 16:16 Samro225am wrote:
Games will have to Show if Derelict has not too many chokes, but I really love it's design overall, its use of cliffs and ramps. It is the most interesting one in my opinion, while I think Emerald is the most solid one.

I think people should stop complaining about motm being whoever's party or that they only promote solid maps. If motm would focus on crazy features only than these maps never had gotten a chance in esl (tv).

In case Emerald wins it all: then the last two motm winners were visually good but also simplistic in a good sense and very solid and balanced (hopefully) - what mire can you ask for really. If this community driven project is successful to motivate and display maps that are better than blizzards and they finally get the recognition and playtime, everybody interested in custom maps should be happy. Remember how we started this and what it is for. I guess back then I posted somewhere that we need some kind if such a format and iGrok was the one picking this up and getting everything organized - fir the sake of fun and also the success of custom maps. So stop complaints, be happy to be part of this comunity and suggest new paths motm should take, e.g. Dynamic mappool instead of last winners, extra price for most innovative map, etc.



I don't know, but I think a map restriction every month would help getting a little more variety in maps.
It doesn't have to be a crazy one, but just like next month with the blizzard thing, or things like:
backdoor natural
double sized main choke (with or without rocks - scrap station was close to being balanced, make it work for Protoss too!, or make something like Crevasse)
3player maps (which was already there, and it was awesome)
>4player maps (a really tough one)
...

But apart from maps always being great and solid, I think motm is fine
Samro225am
Profile Joined August 2010
Germany982 Posts
September 13 2011 11:00 GMT
#223
i think restrictions like specific features (e.g. Crevasse rocks or double sized main choke) make it boring. this would motivate mappers to build maps around a specific feature and balance the map around this only feature. then we have some bad, some good and some very good maps, but not too many diversity in gameplay. I like the "Blizzard-Map" idea much better. I would also like to see a 3p-motm again. Missed the other one.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-09-13 14:04:09
September 13 2011 11:08 GMT
#224
I agree with everyone who is saying the map choices are way too focused on solid maps instead of innovative new maps.
And I don't agree with iGrok that Tenarsis shows something really new, I would say it's a really solid map and we have seen multiple expansion pathes on 2p maps before.

I'm kinda happy that we see more 2 player maps this month, at the same time my thoughts about Derelict were exactly the same as SidianTheBard's and thus far I don't like it.

I'm especially upset that Taonas didn't make it.. we haven't really seen any expansion setup like this, the middle is just really innovative and it's made by motherf***ing Superouman so it can't be that bad Well as I said, hopefully this will be played in Korean Weekly someday.

I think you play it too safe and sadly I'm starting to lose some interest in MotM. I don't think it's too much to ask from pros to play on maps which have uncommon features like Taonas or Dark Matter have.
In fact I think there are more custom maps that were really innovative and new when they were introduced than maps that were just solid.
+ Show Spoiler [list of innovative vs standard maps] +

Really different and new concepts when they were introduced:
Crevasse (inbase nat, wide ramp blocked with rock, huge)
Terminus (easy three base, huge)
Tal'Darim (main choke instead of ramp, huge)
Testbug (towers under rocks, rocks at gold don't block main building, 3player map, rich gas)
Crossfire (just the whole layout with choke heaven vs counterattacking)
Bel'Shir Beach (main choke with little highground, I think when it first came out it was the first map without a tower?!)
Xel'Naga Fortress ( just a weird expansion layout after your nat)
Neo Enigma (kinda in between but I think gold as third is still uncommon)
Sanshorn Mists (also in between but when everyone thought islands were dead, ESV picks this map)
Katrina (full inbase nat, whole layout)
Ithaca (destructible watchtowers)

Maps that were rather standard when introduced:
Dual Sight (still has the weird texturing+towers)
Daybreak
Pawn Re
Starlight Breaker
Odyssey


I would list all of the top 5 in standard except for Bardiche, that map is weird
So yeah, GSL, ESV and ESL are constantly introducing maps to the players that they are not used to and now that you have this ESL partnership I think you can take more of a risk and pick more innovative concepts as well.

I already dread next month cause it kinda forces even more standard maps.
Hopefully in the future you pick differently or have some cool restrictions that lead to more uncommon maps.

edit: I would personally have a restriction like have some features that are not common in the tournament/ladder maps but that's probably too woolly of a restriction so we would have lots of discussions about who did it right and so on

edit2: I think we had a discussion about this earlier but I guess it's right to assume that the majority of spectators would love to see a map with new features instead of the same standard concepts all the time, right?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2011-09-13 11:20:47
September 13 2011 11:17 GMT
#225
I'm with a176 and Ragoo, why do you keep picking the maps that look the most like Blizzard's maps ? If I want to play on bland maps I can play ladder games, I'm pretty sure they invented the concept. And now next Motm will be about reproducing Blizzard's style, good luck with the originality...

If you want to promote a map with a refined layout, it's fine for me but then just remove the former map it was based on. In the end it just takes the room of innovation and takes away the fun for mappers to try new stuff. But do you really want new maps...

My map :
+ Show Spoiler +
Back to Back

[image loading]
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 13 2011 11:52 GMT
#226
On September 13 2011 12:34 a176 wrote:
See personal comment,
+ Show Spoiler +

I respectfully chose not to voice a comment after you guys selected Artifice last time, but with the consideration of Overgrown, MOTM pretty much starting to look like a joke to me. While Funcmode already had a pretty generic 4p map in the overall map pool, seeing another highly similar, plain, and uninspiring map like Artifice make the overall winner over many of the other maps, is quite mind boggling.

If you guys are just going to pick these kinds of maps ... I don't even know what the point of this "organization" / "competition" is anymore, aside from being a TPW party in a hat.


hahaha, this.^

On September 13 2011 11:23 FlopTurnReaver wrote:
A few things about the choices:

I think I like innovative mapfeatures and original layouts more than most people here. Although when it's about a tournament with prize money played by progamers, you have to decide between innovative and balanced/well executed maps. Don't think we didn't discuss any of the from you guys mentioned maps. To be honest, it really sucks if you have to reject a really cool concept because the execution wasn't as thought out as it could've.

If you have any questions about results, your map etc. even after the write ups, feel free to contact any of the judges.


What I hear: "progamers are too dumb and/or too lazy to have to think about real innovative features -- after all, they're not Koreans, amiright?" I thought part of the point was to let the progamers show us what could be done with the maps and prove out whether new things were imbalanced or not.

Out of the finalists, I think Bardiche is the winner.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Samro225am
Profile Joined August 2010
Germany982 Posts
September 13 2011 11:52 GMT
#227
On September 13 2011 20:17 chuky500 wrote:If I want to play on bland maps I can play ladder games, I'm pretty sure they invented the concept. And now next Motm will be about reproducing Blizzard's style, good luck with the originality...



blizzard like styled maps are not the same like blizzard's ladder maps...
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-13 12:03:42
September 13 2011 12:02 GMT
#228
Sry if this was asked before, but can we customize color, size and propotions on the normal doodads on MOTM #10?
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 13 2011 12:10 GMT
#229
On September 13 2011 21:02 Sea_Food wrote:
Sry if this was asked before, but can we customize color, size and propotions on the normal doodads on MOTM #10?


Yeah I already asked and got no answer. I also asked about changing water and lighting. Can someone please clarify?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2011-09-13 12:42:58
September 13 2011 12:28 GMT
#230
It's ok Ragoo, i'll just make a rotational 4p 16bases map ezpz for next month :p

Oh btw, Abyssal Caverns use a custom tileset with using a marsara texture in the monlyth tileset. Will we be able to use one texture from another tileset?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
September 13 2011 15:58 GMT
#231
I half expected TPW Ohana to make it to the finalists simply because it was the only beach map that had a custom tileset. I expect too much sometimes...
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
Last Edited: 2011-09-13 18:14:59
September 13 2011 18:06 GMT
#232
One of the winners, took a blizzard map, retextured and VOILA WINNER...

so lame...
2 2 base mapswhere taking your 3rd is going to be a joke. And a lesser version of shakuras...tho I admit the textures of it might be better looking.

so should we just start copying layouts and repainting them?

MotM 10 I am doing Tal Darim, but going to delete the rocks on the 3rd, and ill add some doo-dads. shoe in for winning it.
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-09-13 18:24:33
September 13 2011 18:24 GMT
#233
Not this shit again. Sometimes we may disagree. Sometimes we may rightfully disagree, but take a chill pill and take a moment to appreciate the amount of work these guys do for you, for the community, for free.

It is fine you question the judges. I do so myself, I absolutely disagree this month. But really, grow the fuck up. How fucking hard is it to communicate your disagreement without sounding like a kid with his candy taken away from him?
Let thy speech be better than silence, or be silent.
Johanaz
Profile Joined September 2010
Denmark363 Posts
September 13 2011 21:00 GMT
#234
On September 14 2011 03:24 Archvil3 wrote:+ Show Spoiler +

Not this shit again. Sometimes we may disagree. Sometimes we may rightfully disagree, but take a chill pill and take a moment to appreciate the amount of work these guys do for you, for the community, for free.

It is fine you question the judges. I do so myself, I absolutely disagree this month. But really, grow the fuck up. How fucking hard is it to communicate your disagreement without sounding like a kid with his candy taken away from him?


Agreed!

And that´s spoken by the guy who made the most awesome map I´ve seen in a while.
I was not only expecting Dark Matter in top 5, I was actually expecting it to win!

Please keep in mind that the judges spent a lot of time discussing each maps pros & cons, and that they have plenty of disagreements & heated arguments during the process. The final top 5 are a compromise, so please respect that.

As for my map getting picked - woohooo!!+ Show Spoiler +
After several months of doing non-standard maps, I went for a solid, balanced layout. My working title was "a widened Xel Naga Caverns" with a non-linear expansion pattern.
Big thanks to the TPW team for giving feedback and suggestions. As always, I had master players run testgames, which are very difficult to arrange but definitely worthwile.
TPW Map Maker - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 13 2011 21:05 GMT
#235
On September 14 2011 06:00 Johanaz wrote:
+ Show Spoiler +
After several months of doing non-standard maps, I went for a solid, balanced layout. My working title was "a widened Xel Naga Caverns" with a non-linear expansion pattern.
Big thanks to the TPW team for giving feedback and suggestions. As always, I had master players run testgames, which are very difficult to arrange but definitely worthwile.


lol, I always thought about this map as a different Xel'Naga Caverns. Cool to hear that that was your goal

When playing this map I thought that some parts of the texturing are a bit sloppy tho, I think you could do better (since you are actually one of the best when it comes to aesthetics).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Johanaz
Profile Joined September 2010
Denmark363 Posts
September 13 2011 21:11 GMT
#236
On September 14 2011 06:05 Ragoo wrote:+ Show Spoiler +

On September 14 2011 06:00 Johanaz wrote:
+ Show Spoiler +
After several months of doing non-standard maps, I went for a solid, balanced layout. My working title was "a widened Xel Naga Caverns" with a non-linear expansion pattern.
Big thanks to the TPW team for giving feedback and suggestions. As always, I had master players run testgames, which are very difficult to arrange but definitely worthwile.


lol, I always thought about this map as a different Xel'Naga Caverns. Cool to hear that that was your goal

When playing this map I thought that some parts of the texturing are a bit sloppy tho, I think you could do better (since you are actually one of the best when it comes to aesthetics).


True. I was adjusting & fine tuning the layout up to the point where I didn´t have enough time to polish the aestethics. I will mike it all shiny before tournament starts
TPW Map Maker - theplanetaryworkshop.com
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-09-13 22:18:49
September 13 2011 22:11 GMT
#237
I think people are more so upset because there is no reason Dark Matter shouldn't be in the top 5. Only thing I could see making it not in the top 5 would be if there was one little thing that was overlooked that made it completely imbalanced, but even if that was the case you could just have the author do a little fix on it before it's published online.

I honestly have a feeling if the in-base natural was the main and the main was made the natural the map would have easily gotten top 5, but because he tries something out by switching it up it's now considered too "imbalanced". Heck, I didnt even submit a map and I never talk with Archivl3 at all, I just think his map was well thought out and does a whole new twist on things. Instead we get maps that we've seen every other month before just because they are "standard".

I do like all the winning maps though, minus emerald jungle (sorry Lefix, I love you, I love most of your maps, I just dislike this one haha <3) it's just that it does kind of suck when there are certain maps that get tons of feedback, that flow well, that are balanced, yet other standard maps beat them out just because they are standard.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2011-09-13 22:51:18
September 13 2011 22:50 GMT
#238
We can't do anything the judging was already did and I think the judge wouldn't change their mind, but I agree to a lot of people about some map and that Dark Matter could have easily made top 5, but it seems some judge saw imbalance, so I will see what they have to say about the maps and why they took each maps.

I'm sure the judges has a lot of pressure, but judging seems very hard cause human are all biased.
Map Maker of Nimbus
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 14 2011 00:39 GMT
#239
I was going to defend the choice against Dark Matter but figured that that wouldn't accomplish anything. Instead I'll say that the judges have their reasons for choosing what they did. I don't agree with all their choices but I'll believe that they have their reasons and just accept their choices, even if I don't agree with all of them.
Antares777
Profile Joined June 2010
United States1971 Posts
September 14 2011 01:15 GMT
#240
A lot of very "standard" maps seem to be making it in. That makes me scared because my maps are everything but standard. I'm not trying to be offensive to anyone, standard maps are what are known to work well and create balanced matches, just there are so many of them.
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