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Map of the Month #9 - Page 15

Forum Index > SC2 Maps & Custom Games
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FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-09-15 02:01:36
September 14 2011 23:25 GMT
#281
On September 15 2011 06:27 EatThePath wrote:
Imagine MotM is a "household name" in the sc2 world in several months and all segments of the community actively look to it each month for rejuvenating ideas and well-executed maps. Major tournaments will watch for potential new maps as a matter of course, and players will discuss maps in threads whose length and cacophony of imba! cries rivals patch notes threads. In this environment, if you submit a map that goes as Nightmare Hollow went--with a map thread detailing all kinds of testing, refinement, consideration and reconsideration, etc.--but it doesn't get picked as a finalist... it may get picked up by a tournament organizer who sees it anyway and likes it! This is what exposure will create.


This is what I've come up with, as well, when trying to envision the future of MotM in light of recent sponsorships. It will be interesting to see if we're right.


On September 15 2011 06:27 EatThePath wrote:
I do have one call to action, however. I would implore all the mappers who start to see success to bring everyone else with them. It's far too early to say that that isn't happening. But it's plain that some of us begin to perceive a tiered mapper community, even if it isn't really. It's been an awesome effort so far. Those of you who garner that wider attention, continue to reach out and support the up-and-comers and the desperate innovators (as I label myself). And in that environment of support, up-and-comers should feel comfortable approaching the shining lights of the map community to work with them, not compete against the prevailing philosophies.


Beautiful, I love the vision you have for this.

Consider the following a notice of alert for those trying to make this come about, though.

To illustrate: my mother is one of the best horse breeders in the Arabian Horse Industry, of this I have no doubt. Her horses are consistently healthier, better balanced, clearer thinkers, friendlier, and with less genetic defects than the majority of popular horse bloodlines out there, while still retaining the desirable Arabian look. I mean, maybe I don't know as much as I think I do when it comes to these thing, but it is clear she excels at it, and that's all that's neededs to be known to illustrate the point.

Now, based on what I've seen of her experience and from her discussions, there are roughly three categories of people with knowledge on breeding and raising horses:
1) Those who know nothing
2) Those who realized they were ignorant, gained a little knowledge, and now think they know everything
3) Those who realize just how much they don't know, even though they've studied and practiced for decades
4) Those who skip # 2.

# 3 are the professionals. They are excellent, humble, confident, and respectful. They are the people you want to work with.

#2 are often dangerous to the industry (there are those who never become #2, but, unfortunately, it's a very natural mindset to fall into -- I catch myself doing it with almost any new skill I try to acquire, and have to correct my thinking.) I've seen #2s make horses end up dead or traumatize for life, or perpetuate terrible genetic defects, or sink masses of investor money in projects doomed to fail because they only understand small part of they need to. The worst traits are being close minded, and if anything doesn't match up to the bit of knowledge that they have, they dismiss or critize it.

And often they are vocal about their opinions, spreading their ignorance to #1s. They also often can become condescending and dismissive of #1s, when the only real difference between them is a week-long seminar.

Part of the reason #2s exist because the world is far more complicated than we want it to be or we either expect it to be simpler than it is, or decide that what he know is the truth of it to reassure ourselves. Those who avoid falling into this trap, who skip from 1 to 3, are those who remain curious and recognize that mastery of the task takes more than a lifetime.

I do believe map making is simpler than breeding, training, raising, developing, managing etc... a horse operation, so perhaps "more than a lifetime" does not apply. But, it will probably take at least a decade of consistent mapping, and maybe not even then.

So, to you I say: do not become #2s. Keep humble in your knowledge. It's a treasure to have gained and wonderful to share, but it is tiny compared to theoretical absolute knowledge of map making. Remember that you have only explored a part of that knowledge, and someone else may have explored a different part, and you are only harming yourself by rejecting their knowledge because it's not what you know.

It would be amazing but unlikely if there never is a #2. We're probably going to have to deal with them. Matching their condescension and arrogance with your own is not how it should be handled, that achieves nothing but creating a hostile environment, division, and leaves them in their ignorance. The best I understand how to help is to educate the receptive ones and ignore the most bullheaded ones -- they've set their path at that point, there is little you can do to change it.

Wow that got long. But, really, this is something that would really benifit the community to be aware of. I've seen part of the horse industry torn up because of it, and I don't want this creative group to experience it with their pants down. The most active mappers read this thread, hopefully we can minimize the division and strife by being aware and prepared. I don't want to be preachy, take it or leave it.

<3s

(Of course, remember those categories are very general. They illustrate a trend, not that everyone is exactly one of those, and I don't mean to be condescending with that explanation. This is just the trends and issues I have observed.)

Anyway, FoxyMayhem, how on earth did you get grandmasters to play on your map?? I would love that, but I can't ever settle on one map of mine that I think deserves to be perfected to that degree, let alone find access to that level of testing input. ;D


Well, ya see, heh heh... I've got friends. I'm also a pretty personable, occasionally funny guy to talk to on skype -- although I probably come off a bit stiff-in-the-collar on the forums. Eh, I blame text-base communication. This relevant because testing with them becomes "just hanging out" instead of the more bothersome "will you do me a favor, peeeeezzz".

NOT the answer you wanted to hear, amirite? For some reason my diamond level friend/clanny has like 12 high masters players on his list, who in turn have grandmasters on their lists. Being in a clan helps, too.

To be honest, it's the masters players who help most: they tend to be willing to play more games and execute more experimental and exploitative strategies, since they're not having to face perfect 4gates or whatever. I'd suggest sticking with them until you feel you're map is closer to that tournament level. Still, Grandmaster testing is great once the map has seen a lot of diamond and master level testing and appears to be balanced: there are some balance issues that only they can reveal.

If you've (or any of the mappers here) have a baller map that needs testing, though, I might be able to hook you up. I've had them test other people's maps before. Like I said, though, grandmasters are for "I think it's already done and balanced" stages. If I give them faulty maps to play on they are going to be much less inclined to assist in the future.

They really don't care about aesthetics, though, so that doesn't need to be finished. I like checking out other peoples matches and talking with the mapper while games are going on, so hit me up some time and I'll see if I can get the masters folk to play on it, or talk map stuff.

Skype: psalm.of.fire
SC2: FoxyMayhem.926

Make sure to introduce yourself as a mapper when you add me on Skype, or I might block you. Since I'm making a broad offer to people here, I reserve the right to *not* ask my masters friends and just talk map theory if I see some glaring flaws.

[silly] Actually, let's go one better: if it's worse than Rockstin Rockder (which, let's be frank, every map is) I reserve the right to block you and send the police to your house. Exceptions are at my sole discretion![/silly]

Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 14 2011 23:28 GMT
#282
On September 15 2011 08:18 Icetoad wrote:
Don't leave fenX
Your map were always so good looking I always taught you were one of the best with working with texture and doodad.

That is so true! Your map was my first pick for MotM#9 and I really love your work. I'd really hate to see you go man
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
September 14 2011 23:39 GMT
#283
Missed FenX's post in writing my huge one.

FenX, maybe you need some time away, or maybe you need to quit, I can respect that. But I really do think two-man teams have a huge role in the future. I know I, for one, would love to work with you again. I've got your name slapped all over my map: in the long description (the one seen the most), three times in the map thread, in the submission. Without you I could not enter MotM, and months of testing and refinement would still be sitting on my hard drive instead of competing. I'd have to spend so much time learning and experiments to do half as good of a job as you did, time I'm very please to say I can now continue to focus toward balance.

TL;DR You make my life easier, my skill (at balance) greater, and I've value what you've done greatly. I really, really do. Thank you so much. You may need to step away, but please don't close the door forever just yet. You are an amazing asset (with godlike humility), and I hope to make awesome, winning maps to show off your artistic skill in tournaments to come.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
September 14 2011 23:42 GMT
#284
FenX, although I am a member of the TPW map team, I can tell you that I am the only member who has only been a finalist once in 9 motm tournaments, and I didn't win it, but I continue to do what I love doing, and that is being creative. I know you make good maps, and I notice yours don't make it often, but it takes time to achieve something.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Mereel
Profile Joined February 2010
Germany895 Posts
September 15 2011 00:00 GMT
#285
i failed the last 3 times and never won anything^^
to be in a team really helps to stay motivated
TPW Mapmaking Team
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-09-15 00:07:19
September 15 2011 00:06 GMT
#286
Don't give up! Just because things aren't going your way doesn't mean you should quit! I completely understand if map making adds unnecessary stress to your life, and that you need time away for a while, but forever? Giving up is something that you should never do, even if your at rock bottom.

[image loading]

I'm sure your not as hopeless as this guy who tried to drown himself in a urinal. Oh, and did I mention that you are very talented? I could never make anything as beautiful as that. Now get on your feet and make some maps! Or partner with someone and decorate some maps!

EDIT: I never got a map into top five until Hysteria, and that was my 5th try!
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-09-15 18:21:22
September 15 2011 00:16 GMT
#287
Hey everyone, first I just want to say thanks to each of you who submitted a map this month. I'll admit I don't really enjoy being critical or passing judgment, but I'll write a bit about each map and my thoughts on it. Remember we all started somewhere, and there's only one way to get better and that's to keep making maps!

As a guest judge this is somewhat of an assumption, but I think most months have map submissions that are practically guaranteed top 5, however this month there were 9-10 really good maps that each had reasons for and against making the top 5. The maps that did were at some point all in contention, and some really good maps only just missed out.

Anyway, here's my thoughts on the maps themselves; First, the top 5:

+ Show Spoiler [Top 5] +
ESV Bardiche
- Bardiche's biggest strength is it's intriguing layout. The interaction between the large open spaces and tight chokes is extreme, and the two highground paths around the outside, connected via 3 paths through the middle should make for some very interesting engagements and space control. We pretty much all agreed that this map while not the most beautiful will definitely produce some great games.

ESV Derelict
- Derelict is a very solid map. Nothing too experimental in terms of its design, but it's still a fresh and very clean concept. The aesthetics are again, very clean, perhaps maybe too much so, but it's a pleasant theme that's not distracting and quite original. All in all there's not a whole lot wrong with Derelict, the third might be a little hard to take by comparison to recent standards but I disagree with it being an exclusively 2 base map.

TPW Emerald Jungle
- Emerald Jungle is beautifully lush. It's one of the nicest jungle maps I've ever seen (and I've seen a lot! ). It's layout seems to borrow multiple proven concepts from some other maps and combine them into something new. It's just a very solid and well-made map and I think it's worthy of a spot in the top 5.

TPW Overgrown
- Overgrown was a difficult choice. First, aesthetically it's very nice, and quite original. I've seen people try the concept before but this map has the best execution of the theme. As for the layout, yes, it's very similar to Shakuras Plateau, that's no secret - but the differences that do exist should actually greatly alter the way games play on this map. The fact that the paths north and south of the middle are far more accessible, open and grant watchtower access means more options when it comes to engaging the opponent. If anything it wasn't Overgrown's similarity to SP that nearly stopped it reaching the top 5, but instead a lot of the judges thought the entire middle was a little too big/open. That aside, the map is great to look at and in my opinion should play better than Shakuras.

TPW Tenarsis
- Tenarsis again was quite a difficult choice. The proportions on this map are particularly good, everything is spaced out really well and the expansions are well placed. It's not particularly groundbreaking but good maps don't necessarily have to be. Aesthetically, there's a custom texture which itself is really nice, but the way it's used could be better I think. The natural areas of the map are gorgeous though.

Now, the rest, in the order they were submitted:

+ Show Spoiler [The rest...] +
CloudNine
- This is a decent "Desert Oasis"-style map, but personally I don't like maps with the natural behind the main. CloudNine does a pretty good job but the expansion placement seems a little haphazard though it's by no means bad. Aesthetically it's quite nice, decent texturing and some nice details, however the left and right borders should have some space so the map edge isn't visible in-game, and it might be a tiny bit too bright. Shows promise though.

Back To Back
- This map reminds me of a WC3 map, it's very colourful and quite pretty but perhaps a little too vivid. While I kind of like the main/natural setup the ramp placement feels really awkward. The biggest problem here I think is not the main/nat but every expo after that. It's very hard to take a third on this map, and even more difficult to take a 4th base, they're just too spread out and the map itself is a bit too big. I think if you concentrated on making a more standard layout the end result could be quite good.

Reakray
- While I'll happily commend entering an 8 player map, Reakray has it's fair share of problems. Xelnaga Towers that see into the main is just a straight up no to begin with, and expanding on this map is very strange. The natural is quite easy, a third is very hard, then a 4th is potentially quite easy, a 5th base is practically impossible though. For competitive purposes, this map's just too big, and while it's a cool experiment, the expansion pattern, proportions and aesthetics could be better. Making a concept like this work as a 1v1 map is very ambitious if not altogether impossible, but props for trying.

Rockstin Rockder
- Sadly the map file wasn't submitted, so we had to officially DQ this map. Great joke though <3

oZz Flamestrike
- Flamestrike is a good map. It's nice to look at, quite well textured and detailed. The doodad structures in the middle are particularly cool. I don't like, or understand the reasoning behind the 6 patch/2 gas thirds, it seems to kind of stifle the late game. The gold bases are also probably too hard to hold. The layout just feels a bit simple or uninspired. It's not a bad map though, and if anything shows a lot of potential/promise.

TPW Ohana
- Ohana was close to making the top 5. While the theme is effectively lifted from Belshir Beach, the execution is still really nice and all in all it's a beautiful map. The placement of the expansion's is a bit quirky though. The main/nat/third are mostly fine, but taking a 4th base is a bit weird in terms of what options that leaves for a 5th base. I feel like this map could really benefit from an additional base or slightly tweaking the 4th/5th expo positions. It's still very good and very much playable, but was just edged out of the top 5.

Crater RE
- This map's not bad. It's a little too big, and the lack of variation in the textures brings it down some what, but there's still decent attention to detail. While I applaud using just the one texture set, honestly, that Redstone Lava Cracks texture is just horrible. The map would look so much better if you just switched that one texture out for something better, and tried to vary up the areas a bit more so it's less uniform. Again though, this map shows some good potential.

TPW Damage, Inc.
- Damage is another map that very nearly made the top 5. The concept of "2 maps in 1" is awesome and something that more people should try, and the visual theme of the map is original and well done. The main reason why this map didn't make the top 5 was sadly, probably for being too experimental. The mineral blocks are a cool idea but I think they could be implemented better, and the concept of 3 bases all on the same cliff level is intriguing but it can cause problems (most obviously 4gate power in pvp). Definitely one of the best truly original maps that was submitted but perhaps it just tried too hard to stand out? Great map though.

Steadfast Fortress
- This map is quite similar to the last in that it shares the "2 maps in 1" concept. It's also proportioned quite well, with a nice mix of good size chokes and open spaces. There's a few little things that cause problems though, the location of the main ramp at the 1/7 positions is a bit exposed, the two watchtowers in the middle seem a bit unnecessary and I don't know how I feel about the gas placement at the 3/9 naturals. Aesthetically it's quite pleasant, cool colours and interesting details, like a tranquil dreamscape, but the texturing could be improved, I think there's a few too many straight lines of terrain and the theme seems a bit out of place in a sci-fi game maybe.

Monolyth Memories
- This is actually a really nice map. The vibrant purple works really well with the bronze/blue tones of the terrain, it's very stylistic and visually pleasing. I think just a few problems with the layout lets this map down slightly. Namely, taking a third is quite hard, both options are fairly distant, one being blocked by rocks and only having 5 patches and 1 gas, the other is quite open to abuse from siege tanks/colossus etc. It might also be a little tight overall in terms of proportions, but it's not bad by any means. A good, solid map that fell just outside of the top maps for me.

ESV Taonas
- At first glance this is a very cool map. Some fresh ideas and overall great execution on the theme and concept. I think however it's just a bit too big, and the middle is kind of huge and a bit empty, it feels like your whole army could just get lost in the woods :D. I think it's a bit too zerg favored, lots of open space, big distances, big potential for counter-attacks. Taonas very nearly made the top 5 though, a testament to how much we liked both what it did and also tried to do.

Whiteout
- The overview image of this map doesn't do it justice, the Zhakul'Das lighting combined with the metal and snow create a very striking theme, it's actually very beautiful, though if anything maybe a little barren/empty. I think this map is brought down by a few quite minor things; the natural feels very open and the ramps down to the lowground base feel awkwardly placed. If the lowground base was reworked slightly to make a better third expo, I think this could be a really good map. I'd also like to suggest taking higher quality overview pics, as this map is so much nicer than the images might make you think. If you don't know how or if your PC isn't quite up to the task, I'm sure the mapping community is more than happy to help.

Meinhoff Encroached
- The layout here is quite good, relatively standard but still very solid. The proportions for the most part are good too. The natural is maybe a little too open as is the counter-clockwise third. This map might benefit from an additional base, perhaps a bit more neutral or central, as all of the expo's are around the edges of the map. I think the single biggest thing that can be improved is the texturing, it's not terrible but it's also not up to the same standard as the layout. Try to differentiate more between the different areas of the map, everything looks kind of the same. Another very promising map though.

Stormy Plains
- I love the aesthetics on this map, it's beautiful and very atmospheric. It's hard to comment regarding the layout/balance, as it's asymmetric. I don't really feel like significantly asymmetric maps are ready for competitive/tournament play just yet (or ever will be, who knows) which is basically why this map was left out of potential top 5 placement. As far as asymmetric maps go though, this one does a great job. I'd love to see a truly balanced/symmetric map with a similar level quality in the visuals.

Relaxation
- This is a crazy looking map, and I kind of like it. It's a combination of things that you think wouldn't work but actually do, at the same time though it's probably not for everyone. The layout has some issues however, particularly how easy it is to get to and turtle on 4 bases and how hard it is to take a 5th after that. All of the entrances into your 4th are quite narrow and easy to control. The middle gold bases are also kind of pointless. The expansions need to be spaced out a little more and the third/fourth a bit less safe. But props for coming up with a crazy theme and making it work quite well.

Nightmare Hollow
- This is another map in which the overview doesn't do it justice. Aesthetically this map's very pretty. I love the underwater details and the custom doodad textures, the watchtowers are super nice. As for the layout, it doesn't flow as well as it could. There's nothing truly wrong with specifically, except it maybe being a bit too big, and I don't know about the main backdoor, it's OK I guess. As I said, the different areas just don't flow into each other as well as they could, and the proportions are a little off in places. It's still a good map and shows great potential.

Ulnar Nightmares
- Sadly we didn't receive the map file for this submission.

Bel'Shir Swamp
- While basing a map on a proven concept like metalopolis is a good idea for a starting point, it's typically not going to win much merit as a concept (don't start shit about TPW Overgrown cause I said this please). However, given that this is your second map ever, you show a lot of promise when it comes to the visuals especially. The textures for the most part are quite well done and the middle is nice but might get in the way of gameplay a little. If you can come up with a solid original layout and put some time in to making it look nice I think you could end up with a really good map, keep at it.

Aldebaran
- The visuals on this map are really nice, I can't really fault it in that respect. However, it's practically impossible for us to take everything into consideration when it comes to balance for pro-level competition on asymmetric maps in the timeframe that we have. So, significantly asymmetric maps will most likely not make the top 5 unless they're already proven to be really well balanced. That said, this is a really nice map and I hope that asymmetric maps do have a future in SC2. Good job.

LoS_Dark Matter
- This for me was one of the hardest maps to leave out of the top 5. First of all, it's beautiful - space station maps are hardly new but this one executes the theme perfectly. Just the right amount of detail without being cluttered, and the textures are similarly awesome. The map features a rather innovative main/nat setup, which most of the judges really liked, and was not the reason it was left out. Rather, we felt there was potential for positional imbalances in close positions regarding expanding. Essentially, the counter-clockwise player has to expand more aggressively when taking a third compared to the clockwise player. I think the map might also be a bit imba for T in close positions, though I think cross-positions on this map would be sick! I really liked this map, and would personally have loved to see it in the top 5, I hope one way or the other this isn't the last we see of it.

Heartstone Canyon
- This is a good, solid map. The layout is quite good, but options for 4th bases are maybe a bit distant and the watchtowers could maybe be placed a bit better. The bases in general seem to be too clustered in the corners of the map. Aesthetically it's nice, Mar'Sara is hard to make pretty in my opinion but this map does a good job. I do however think that this map lacks either the aesthetic punch or creative flair necessary to make it a top 5 map, but it's a very good effort and shows a great deal of potential.

Shakuras Proving Grounds
- The texture work on this map is beautiful, really nice. Visually the only thing I don't like about it is there's a few too many straight lines in the terrain, but that aside it's a nice looking map.The layout has a couple of problems with proportions (the middle is too open), cross positions might be a bit too long and the expo's seem a bit too condensed around the outside of the map. It's very clean though, and I like that, I'm looking forward to seeing another map by lawol.

Venti
- This is a very good 3p map. The proportions are excellent, it's well balanced for a 3p and the expo layout is great. The texturing is quite nice, the map is quite clean, but it just feels empty and some of the doodads used don't really fit the theme. I know it's a desert map so it's supposed to be kind of empty, but it just feels too bland and lacking detail in general. It's a bit of a shame cause the layout is very good, a little more time spent on aesthetics and this could have been a contender for top 5.

Harmony
- This is a pretty good map with some nice aesthetic touches. I'm not a massive fan of the Monolyth Bricks texture in general, but it's used really well here. There's a nice moody atmosphere to the map that works quite well. There might be a slight positional imbalance when taking a third, it's hard to say as I haven't seen enough games to determine just how those mineral blocks will work (similar to Damage Inc.). Also, the gold bases are very hard to take and only one gas makes it seem not worth it. I think if the gold base was reworked into a more viable standard expo this could be a really good map, pending the verdict on mineral blocked expo's.

Galactic HQ
- This map is... perculiar, both technically and visually. I was quite skeptical as to what to think at first, but the more I look at it the more I like this map. The aesthetics are very clean and while there are some unusual elements like the LOSB's in the mains, they actually look awesome! The fog and night lighting make for a great atmosphere and the details in general are really nice. Reiterating my previous statements though, it's hard for us to include (significantly) asymmetrical maps because we simply don't have time to test them to the required extent for us to say it's competitively viable. I don't want to dissuade people from submitting asymmetric maps in the future but it's unlikely that one will make the top 5 (sorry ;x).

Embattled City
- The general layout concept of this map is quite good. The placement of the expo's is fine and the proportions are pretty solid too though the ramps to middle expo's need to be bigger and the entrances to the third are a bit tight/awkward. However, the terrain is a quite uninspired with lots of straight lines and the texture's can definitely be improved. Aesthetically it's definitely not on the same level as the top maps this month, but don't let that deter you. You seem to have a lot of the basics when it comes to making a solid layout down, so if you concentrate on the visuals and terrain I think you're next map could be quite good.

Stepway
- Again going to reiterate my previous comments regarding asymmetric maps, we just can't determine if they're balanced/ready for competetive or tournament play. This map has a few questionable things going on though; the proportions in some parts of the map are a bit too extreme (really tight highground on the right side of the map particularly, the rest is ok) and I don't know what's going on with all the cloud shadow doodads at the top of the map :D I can tell a decent amount of time was spent on textures, but they could still be improved I think. The general expo pattern is good though so I think there's definitely some potential here.

Master System
- The rock textures and some of the details on this map are really nice (the big crystals and thing in the middle for example) but the tiled textures could be a bit better (though using the Ulnar Hull textures is really hard I will admit). However, the map's a bit oversized, and I think could benefit extremely well from being condensed a little bit. The proportions and general concept are very sound though, if nothing else it's a map that shows a lot of promise.

TPW Concrete Dreams
- This map is a beauty to behold. The time spent on the details on this map just ooze straight back out of it, simply gorgeous. It's a shame it wasn't completely finished when it was submitted, but despite that it still nearly made the top 5. It's hard to really pick faults in this map, just overall a solid map with amazing aesthetics. I'm going to be honest and say one of the only reasons it was left out of the top 5 was because of what was said last month regarding 4p rotational maps.

Hypnosis Bridge
- This map has some quirky ideas, and for a fun map it certainly looks like it would be fun to play on. The proportions of the attack paths are pretty good so it should play reasonably well, but it's probably too experimental to be top5 material and really, the aesthetics do need some work. Don't be afraid to get stuck in with the textures and maybe pick two textures per cliff height and try your hand at blending them. Regardless of how experimental or serious you want the layout to be, I think you could greatly improve your maps by putting more time into style and visuals, and practice makes perfect

Pyramus Outpost
- It's a shame we recieved the map file for this one late, cause it's quite a decent map. The layout is pretty solid, I think maybe you could do something with the wasted space between the two naturals, and 4 watchtowers might be too many. The rush distances might also be a shade too long but personally I think it's ok. The proportions are really good though, so nice job there. Aesthetically, there's some really nice things going on, I love the red borders in the mains, and I can tell you spent a lot of time on the textures which look good. That said, there's a few little things (some areas feel a bit empty, gaps between manmade/natural cliffs, perhaps too many straight lines in the terrain) that alone aren't too significant but add up. For a relatively new mapmaker though, this is a very promising map, very well done. Oh and, that 500% scale Flashing Lights doodad is sick, I might have to steal that idea

OK, I think that's all of them, please let me know and I apologize in advance if I left one out!

Note: These are my thoughts and don't necessarily reflect the other judges' opinions.

With that said, I'd like to comment on what's been said here since the top 5 have been announced. First, regarding solid, proven concepts versus innovation and creativity; we have to tread a very fine line here. Starcraft 2 is still very young, and the metagame, viable strategies and such can all change at the tip of a hat. With that in mind, we have to be careful when it comes to innovative map concepts and introduce them slowly, a similar approach to how Blizzard patches the game.

We also (as judges) can't simply include maps for the sole reason that they are creative/innovative. We take everything into consideration when choosing the top 5, and maps do certainly get bonus points for doing things differently so long as it benefits the overall core concept of the map. If two maps are equal in balance and aesthetics, but one does something new that we think has the potential to work well, I'd like to think that map has a greater chance of making the top 5, but innovation for the sake of innovation just isn't necessary.

I think it's right that MotM chooses the 5 best maps submitted each month. "Best" is obviously completely subjective, but a good map doesn't have to be innovative, just as an innovative map isn't necessarily good. We're not trying to stifle creativity, but we have to be careful in how we reward it too. The fact that maps like TPW Concrete Dreams were left out mostly for being unoriginal (at least in the context of previous winners) I think should be a testament to the importance of creativity and fresh ideas in this competition.

Winning a MotM is somewhat of a double-edged sword in that well, winning is nice, but judging is... hard, to say the least. Making decisions that you know will break people's hearts, and in a lot of cases spell doom for potentially amazing maps is not an easy or pleasant thing to do. We don't choose TPW/ESV maps for any reason other than they are often the best submitted. That said, the general quality of the maps submitted this month was nothing short of amazing, and the gap between the best and the rest (if there even is such a thing) is ever-shrinking. So, don't give up hope, make a good map, and you'll stand a good chance of making it the top 5. But, at the end of the day only 5 can be chosen so it's inevitable some great maps will only just miss out.

For now, that concludes this epic post. I'll try and write some semi-official awards if I can but this post alone has taken literally days of my free time to write.

Oh and fenX, don't quit. At least come talk to me first, my PM inbox is always open (and that applies to everyone).

Thanks for reading.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 15 2011 00:27 GMT
#288
If it were me, I'd put Taonas and Flamestrike over Derelict and Tenarsis. But hey, I'm not a judge so not my choice .
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 15 2011 00:31 GMT
#289
On September 15 2011 09:16 funcmode wrote:
Hypnosis Bridge
- I don't think we recieved the map file for this map, but from what I can see in the overview it looks quite experimental. I'm not too sure about the non-standard stuff, but the basic layout looks quite decent. However, I do think you should focus on your aesthetics for your next submission .
Thanks for reading.

This makes me quite sad. While I didn't think I really had a shot (my submission, like my map was by and large for fun... with a distant hope of course), I *did* submit a map file and I *did* receive an email from submit.motm@gmail.co​m which said "Received. Thanks!"

I do hope you get a chance to give it a quick looksee even if not for its asthetic. (It is also up on NA in case the file I sent got lost somehow...)
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
funcmode
Profile Joined June 2010
Australia720 Posts
September 15 2011 00:40 GMT
#290
On September 15 2011 09:31 HypertonicHydroponic wrote:
Show nested quote +
On September 15 2011 09:16 funcmode wrote:
Hypnosis Bridge
- I don't think we recieved the map file for this map, but from what I can see in the overview it looks quite experimental. I'm not too sure about the non-standard stuff, but the basic layout looks quite decent. However, I do think you should focus on your aesthetics for your next submission .
Thanks for reading.

This makes me quite sad. While I didn't think I really had a shot (my submission, like my map was by and large for fun... with a distant hope of course), I *did* submit a map file and I *did* receive an email from submit.motm@gmail.co​m which said "Received. Thanks!"

I do hope you get a chance to give it a quick looksee even if not for its asthetic. (It is also up on NA in case the file I sent got lost somehow...)

You're totally right, my apologies. I have the map file now and I'll definitely give it a closer look. Sorry about this.

We also recieved a late file submission for Pyramus Outpost, so while it's too late to change our decisions I'll post my thoughts on that one too.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 15 2011 01:06 GMT
#291
<3 funcmode, thanks for taking the time. I hope you can find a little more for awards!
Comprehensive strategic intention: DNE
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
September 15 2011 01:40 GMT
#292
Yeah man, thanks for taking the time to do that. I really appreciate it, I know it was a marathon write.

Also, if you need an exceedingly pompous award name generator, I'm your man.
Antares777
Profile Joined June 2010
United States1971 Posts
September 15 2011 02:44 GMT
#293
...wait what is ESV? I just saw that prefix. More map making teams?
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-09-15 03:01:58
September 15 2011 03:01 GMT
#294
On September 15 2011 11:44 Antares777 wrote:
...wait what is ESV? I just saw that prefix. More map making teams?


Formerly the iCCup map team, now the ESV Map Team
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 15 2011 03:04 GMT
#295
Truly epic post there Func. It's pretty insightful to see so much thoughtful feedback on all the maps, and not just mine. I do try to constantly improve my craft in the way of mapmaking though, so although I may not always get the best aesthetics, the balance is always something I'm trying to refine. I also like trying new things here and there where I feel I can fit it in too, so it does get pretty fun when I hit on something good. I've got something with potential in the works now, in fact, and have got no intention of giving this up. It's really a lot of fun once you get better at it. It's truly an interactive art form.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 15 2011 06:36 GMT
#296
-(don't start shit about TPW Overgrown cause I said this please)


RAWR! TPW Overgrown!

- However, given that this is your second map ever, you show a lot of promise when it comes to the visuals especially... If you can come up with a solid original layout and put some time in to making it look nice I think you could end up with a really good map, keep at it.


Thanks! As I said, I'm still just learning how to make maps through some experimentation. I appreciate having people look it over.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
September 15 2011 07:20 GMT
#297
Btw, now that the restriction details are STILL unknown for the next MOTM, I have another question.

Am I allowed to submit 2 or more maps?
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
September 15 2011 07:21 GMT
#298
On September 15 2011 09:16 funcmode wrote:
Hey everyone, first I just want to say thanks to each of you who submitted a map this month. I'll admit I don't really enjoy being critical or passing judgment, but I'll write a bit about each map and my thoughts on it. Remember we all started somewhere, and there's only one way to get better and that's to keep making maps!

As a guest judge this is somewhat of an assumption, but I think most months have map submissions that are practically guaranteed top 5, however this month there were 9-10 really good maps that each had reasons for and against making the top 5. The maps that did were at some point all in contention, and some really good maps only just missed out.

Anyway, here's my thoughts on the maps themselves; First, the top 5:

+ Show Spoiler [Top 5] +
ESV Bardiche
- Bardiche's biggest strength is it's intriguing layout. The interaction between the large open spaces and tight chokes is extreme, and the two highground paths around the outside, connected via 3 paths through the middle should make for some very interesting engagements and space control. We pretty much all agreed that this map while not the most beautiful will definitely produce some great games.

ESV Derelict
- Derelict is a very solid map. Nothing too experimental in terms of its design, but it's still a fresh and very clean concept. The aesthetics are again, very clean, perhaps maybe too much so, but it's a pleasant theme that's not distracting and quite original. All in all there's not a whole lot wrong with Derelict, the third might be a little hard to take by comparison to recent standards but I disagree with it being an exclusively 2 base map.

TPW Emerald Jungle
- Emerald Jungle is beautifully lush. It's one of the nicest jungle maps I've ever seen (and I've seen a lot! ). It's layout seems to borrow multiple proven concepts from some other maps and combine them into something new. It's just a very solid and well-made map and I think it's worthy of a spot in the top 5.

TPW Overgrown
- Overgrown was a difficult choice. First, aesthetically it's very nice, and quite original. I've seen people try the concept before but this map has the best execution of the theme. As for the layout, yes, it's very similar to Shakuras Plateau, that's no secret - but the differences that do exist should actually greatly alter the way games play on this map. The fact that the paths north and south of the middle are far more accessible, open and grant watchtower access means more options when it comes to engaging the opponent. If anything it wasn't Overgrown's similarity to SP that nearly stopped it reaching the top 5, but instead a lot of the judges thought the entire middle was a little too big/open. That aside, the map is great to look at and in my opinion should play better than Shakuras.

TPW Tenarsis
- Tenarsis again was quite a difficult choice. The proportions on this map are particularly good, everything is spaced out really well and the expansions are well placed. It's not particularly groundbreaking but good maps don't necessarily have to be. Aesthetically, there's a custom texture which itself is really nice, but the way it's used could be better I think. The natural areas of the map are gorgeous though.

Now, the rest, in the order they were submitted:

+ Show Spoiler [The rest...] +
CloudNine
- This is a decent "Desert Oasis"-style map, but personally I don't like maps with the natural behind the main. CloudNine does a pretty good job but the expansion placement seems a little haphazard though it's by no means bad. Aesthetically it's quite nice, decent texturing and some nice details, however the left and right borders should have some space so the map edge isn't visible in-game, and it might be a tiny bit too bright. Shows promise though.

Back To Back
- This map reminds me of a WC3 map, it's very colourful and quite pretty but perhaps a little too vivid. While I kind of like the main/natural setup the ramp placement feels really awkward. The biggest problem here I think is not the main/nat but every expo after that. It's very hard to take a third on this map, and even more difficult to take a 4th base, they're just too spread out and the map itself is a bit too big. I think if you concentrated on making a more standard layout the end result could be quite good.

Reakray
- While I'll happily commend entering an 8 player map, Reakray has it's fair share of problems. Xelnaga Towers that see into the main is just a straight up no to begin with, and expanding on this map is very strange. The natural is quite easy, a third is very hard, then a 4th is potentially quite easy, a 5th base is practically impossible though. For competitive purposes, this map's just too big, and while it's a cool experiment, the expansion pattern, proportions and aesthetics could be better. Making a concept like this work as a 1v1 map is very ambitious if not altogether impossible, but props for trying.

Rockstin Rockder
- Sadly the map file wasn't submitted, so we had to officially DQ this map. Great joke though <3

oZz Flamestrike
- Flamestrike is a good map. It's nice to look at, quite well textured and detailed. The doodad structures in the middle are particularly cool. I don't like, or understand the reasoning behind the 6 patch/2 gas thirds, it seems to kind of stifle the late game. The gold bases are also probably too hard to hold. The layout just feels a bit simple or uninspired. It's not a bad map though, and if anything shows a lot of potential/promise.

TPW Ohana
- Ohana was close to making the top 5. While the theme is effectively lifted from Belshir Beach, the execution is still really nice and all in all it's a beautiful map. The placement of the expansion's is a bit quirky though. The main/nat/third are mostly fine, but taking a 4th base is a bit weird in terms of what options that leaves for a 5th base. I feel like this map could really benefit from an additional base or slightly tweaking the 4th/5th expo positions. It's still very good and very much playable, but was just edged out of the top 5.

Crater RE
- This map's not bad. It's a little too big, and the lack of variation in the textures brings it down some what, but there's still decent attention to detail. While I applaud using just the one texture set, honestly, that Redstone Lava Cracks texture is just horrible. The map would look so much better if you just switched that one texture out for something better, and tried to vary up the areas a bit more so it's less uniform. Again though, this map shows some good potential.

TPW Damage, Inc.
- Damage is another map that very nearly made the top 5. The concept of "2 maps in 1" is awesome and something that more people should try, and the visual theme of the map is original and well done. The main reason why this map didn't make the top 5 was sadly, probably for being too experimental. The mineral blocks are a cool idea but I think they could be implemented better, and the concept of 3 bases all on the same cliff level is intriguing but it can cause problems (most obviously 4gate power in pvp). Definitely one of the best truly original maps that was submitted but perhaps it just tried too hard to stand out? Great map though.

Steadfast Fortress
- This map is quite similar to the last in that it shares the "2 maps in 1" concept. It's also proportioned quite well, with a nice mix of good size chokes and open spaces. There's a few little things that cause problems though, the location of the main ramp at the 1/7 positions is a bit exposed, the two watchtowers in the middle seem a bit unnecessary and I don't know how I feel about the gas placement at the 3/9 naturals. Aesthetically it's quite pleasant, cool colours and interesting details, like a tranquil dreamscape, but the texturing could be improved, I think there's a few too many straight lines of terrain and the theme seems a bit out of place in a sci-fi game maybe.

Monolyth Memories
- This is actually a really nice map. The vibrant purple works really well with the bronze/blue tones of the terrain, it's very stylistic and visually pleasing. I think just a few problems with the layout lets this map down slightly. Namely, taking a third is quite hard, both options are fairly distant, one being blocked by rocks and only having 5 patches and 1 gas, the other is quite open to abuse from siege tanks/colossus etc. It might also be a little tight overall in terms of proportions, but it's not bad by any means. A good, solid map that fell just outside of the top maps for me.

ESV Taonas
- At first glance this is a very cool map. Some fresh ideas and overall great execution on the theme and concept. I think however it's just a bit too big, and the middle is kind of huge and a bit empty, it feels like your whole army could just get lost in the woods :D. I think it's a bit too zerg favored, lots of open space, big distances, big potential for counter-attacks. Taonas very nearly made the top 5 though, a testament to how much we liked both what it did and also tried to do.

Whiteout
- The overview image of this map doesn't do it justice, the Zhakul'Das lighting combined with the metal and snow create a very striking theme, it's actually very beautiful, though if anything maybe a little barren/empty. I think this map is brought down by a few quite minor things; the natural feels very open and the ramps down to the lowground base feel awkwardly placed. If the lowground base was reworked slightly to make a better third expo, I think this could be a really good map. I'd also like to suggest taking higher quality overview pics, as this map is so much nicer than the images might make you think. If you don't know how or if your PC isn't quite up to the task, I'm sure the mapping community is more than happy to help.

Meinhoff Encroached
- The layout here is quite good, relatively standard but still very solid. The proportions for the most part are good too. The natural is maybe a little too open as is the counter-clockwise third. This map might benefit from an additional base, perhaps a bit more neutral or central, as all of the expo's are around the edges of the map. I think the single biggest thing that can be improved is the texturing, it's not terrible but it's also not up to the same standard as the layout. Try to differentiate more between the different areas of the map, everything looks kind of the same. Another very promising map though.

Stormy Plains
- I love the aesthetics on this map, it's beautiful and very atmospheric. It's hard to comment regarding the layout/balance, as it's asymmetric. I don't really feel like significantly asymmetric maps are ready for competitive/tournament play just yet (or ever will be, who knows) which is basically why this map was left out of potential top 5 placement. As far as asymmetric maps go though, this one does a great job. I'd love to see a truly balanced/symmetric map with a similar level quality in the visuals.

Relaxation
- This is a crazy looking map, and I kind of like it. It's a combination of things that you think wouldn't work but actually do, at the same time though it's probably not for everyone. The layout has some issues however, particularly how easy it is to get to and turtle on 4 bases and how hard it is to take a 5th after that. All of the entrances into your 4th are quite narrow and easy to control. The middle gold bases are also kind of pointless. The expansions need to be spaced out a little more and the third/fourth a bit less safe. But props for coming up with a crazy theme and making it work quite well.

Nightmare Hollow
- This is another map in which the overview doesn't do it justice. Aesthetically this map's very pretty. I love the underwater details and the custom doodad textures, the watchtowers are super nice. As for the layout, it doesn't flow as well as it could. There's nothing truly wrong with specifically, except it maybe being a bit too big, and I don't know about the main backdoor, it's OK I guess. As I said, the different areas just don't flow into each other as well as they could, and the proportions are a little off in places. It's still a good map and shows great potential.

Ulnar Nightmares
- Sadly we didn't receive the map file for this submission.

Bel'Shir Swamp
- While basing a map on a proven concept like metalopolis is a good idea for a starting point, it's typically not going to win much merit as a concept (don't start shit about TPW Overgrown cause I said this please). However, given that this is your second map ever, you show a lot of promise when it comes to the visuals especially. The textures for the most part are quite well done and the middle is nice but might get in the way of gameplay a little. If you can come up with a solid original layout and put some time in to making it look nice I think you could end up with a really good map, keep at it.

Pyramus Outpost
- Pretty sure we didn't recieve the map file for this one either =/

Aldebaran
- The visuals on this map are really nice, I can't really fault it in that respect. However, it's practically impossible for us to take everything into consideration when it comes to balance for pro-level competition on asymmetric maps in the timeframe that we have. So, significantly asymmetric maps will most likely not make the top 5 unless they're already proven to be really well balanced. That said, this is a really nice map and I hope that asymmetric maps do have a future in SC2. Good job.

LoS_Dark Matter
- This for me was one of the hardest maps to leave out of the top 5. First of all, it's beautiful - space station maps are hardly new but this one executes the theme perfectly. Just the right amount of detail without being cluttered, and the textures are similarly awesome. The map features a rather innovative main/nat setup, which most of the judges really liked, and was not the reason it was left out. Rather, we felt there was potential for positional imbalances in close positions regarding expanding. Essentially, the counter-clockwise player has to expand more aggressively when taking a third compared to the clockwise player. I think the map might also be a bit imba for T in close positions, though I think cross-positions on this map would be sick! I really liked this map, and would personally have loved to see it in the top 5, I hope one way or the other this isn't the last we see of it.

Heartstone Canyon
- This is a good, solid map. The layout is quite good, but options for 4th bases are maybe a bit distant and the watchtowers could maybe be placed a bit better. The bases in general seem to be too clustered in the corners of the map. Aesthetically it's nice, Mar'Sara is hard to make pretty in my opinion but this map does a good job. I do however think that this map lacks either the aesthetic punch or creative flair necessary to make it a top 5 map, but it's a very good effort and shows a great deal of potential.

Shakuras Proving Grounds
- The texture work on this map is beautiful, really nice. Visually the only thing I don't like about it is there's a few too many straight lines in the terrain, but that aside it's a nice looking map.The layout has a couple of problems with proportions (the middle is too open), cross positions might be a bit too long and the expo's seem a bit too condensed around the outside of the map. It's very clean though, and I like that, I'm looking forward to seeing another map by lawol.

Venti
- This is a very good 3p map. The proportions are excellent, it's well balanced for a 3p and the expo layout is great. The texturing is quite nice, the map is quite clean, but it just feels empty and some of the doodads used don't really fit the theme. I know it's a desert map so it's supposed to be kind of empty, but it just feels too bland and lacking detail in general. It's a bit of a shame cause the layout is very good, a little more time spent on aesthetics and this could have been a contender for top 5.

Harmony
- This is a pretty good map with some nice aesthetic touches. I'm not a massive fan of the Monolyth Bricks texture in general, but it's used really well here. There's a nice moody atmosphere to the map that works quite well. There might be a slight positional imbalance when taking a third, it's hard to say as I haven't seen enough games to determine just how those mineral blocks will work (similar to Damage Inc.). Also, the gold bases are very hard to take and only one gas makes it seem not worth it. I think if the gold base was reworked into a more viable standard expo this could be a really good map, pending the verdict on mineral blocked expo's.

Galactic HQ
- This map is... perculiar, both technically and visually. I was quite skeptical as to what to think at first, but the more I look at it the more I like this map. The aesthetics are very clean and while there are some unusual elements like the LOSB's in the mains, they actually look awesome! The fog and night lighting make for a great atmosphere and the details in general are really nice. Reiterating my previous statements though, it's hard for us to include (significantly) asymmetrical maps because we simply don't have time to test them to the required extent for us to say it's competitively viable. I don't want to dissuade people from submitting asymmetric maps in the future but it's unlikely that one will make the top 5 (sorry ;x).

Embattled City
- The general layout concept of this map is quite good. The placement of the expo's is fine and the proportions are pretty solid too though the ramps to middle expo's need to be bigger and the entrances to the third are a bit tight/awkward. However, the terrain is a quite uninspired with lots of straight lines and the texture's can definitely be improved. Aesthetically it's definitely not on the same level as the top maps this month, but don't let that deter you. You seem to have a lot of the basics when it comes to making a solid layout down, so if you concentrate on the visuals and terrain I think you're next map could be quite good.

Stepway
- Again going to reiterate my previous comments regarding asymmetric maps, we just can't determine if they're balanced/ready for competetive or tournament play. This map has a few questionable things going on though; the proportions in some parts of the map are a bit too extreme (really tight highground on the right side of the map particularly, the rest is ok) and I don't know what's going on with all the cloud shadow doodads at the top of the map :D I can tell a decent amount of time was spent on textures, but they could still be improved I think. The general expo pattern is good though so I think there's definitely some potential here.

Master System
- The rock textures and some of the details on this map are really nice (the big crystals and thing in the middle for example) but the tiled textures could be a bit better (though using the Ulnar Hull textures is really hard I will admit). However, the map's a bit oversized, and I think could benefit extremely well from being condensed a little bit. The proportions and general concept are very sound though, if nothing else it's a map that shows a lot of promise.

Hypnosis Bridge
- I don't think we recieved the map file for this map, but from what I can see in the overview it looks quite experimental. I'm not too sure about the non-standard stuff, but the basic layout looks quite decent. However, I do think you should focus on your aesthetics for your next submission .

TPW Concrete Dreams
- This map is a beauty to behold. The time spent on the details on this map just ooze straight back out of it, simply gorgeous. It's a shame it wasn't completely finished when it was submitted, but despite that it still nearly made the top 5. It's hard to really pick faults in this map, just overall a solid map with amazing aesthetics. I'm going to be honest and say one of the only reasons it was left out of the top 5 was because of what was said last month regarding 4p rotational maps.

OK, I think that's all of them, please let me know and I apologize in advance if I left one out!

Note: These are my thoughts and don't necessarily reflect the other judges' opinions.

With that said, I'd like to comment on what's been said here since the top 5 have been announced. First, regarding solid, proven concepts versus innovation and creativity; we have to tread a very fine line here. Starcraft 2 is still very young, and the metagame, viable strategies and such can all change at the tip of a hat. With that in mind, we have to be careful when it comes to innovative map concepts and introduce them slowly, a similar approach to how Blizzard patches the game.

We also (as judges) can't simply include maps for the sole reason that they are creative/innovative. We take everything into consideration when choosing the top 5, and maps do certainly get bonus points for doing things differently so long as it benefits the overall core concept of the map. If two maps are equal in balance and aesthetics, but one does something new that we think has the potential to work well, I'd like to think that map has a greater chance of making the top 5, but innovation for the sake of innovation just isn't necessary.

I think it's right that MotM chooses the 5 best maps submitted each month. "Best" is obviously completely subjective, but a good map doesn't have to be innovative, just as an innovative map isn't necessarily good. We're not trying to stifle creativity, but we have to be careful in how we reward it too. The fact that maps like TPW Concrete Dreams were left out mostly for being unoriginal (at least in the context of previous winners) I think should be a testament to the importance of creativity and fresh ideas in this competition.

Winning a MotM is somewhat of a double-edged sword in that well, winning is nice, but judging is... hard, to say the least. Making decisions that you know will break people's hearts, and in a lot of cases spell doom for potentially amazing maps is not an easy or pleasant thing to do. We don't choose TPW/ESV maps for any reason other than they are often the best submitted. That said, the general quality of the maps submitted this month was nothing short of amazing, and the gap between the best and the rest (if there even is such a thing) is ever-shrinking. So, don't give up hope, make a good map, and you'll stand a good chance of making it the top 5. But, at the end of the day only 5 can be chosen so it's inevitable some great maps will only just miss out.

For now, that concludes this epic post. I'll try and write some semi-official awards if I can but this post alone has taken literally days of my free time to write.

Oh and fenX, don't quit. At least come talk to me first, my PM inbox is always open (and that applies to everyone).

Thanks for reading.



Thank you for doing this and taking the time to actually look at every map and give feedback to the mappers.

The problem with making maps is you spend 20-30 hours making a map that nobody is ever going to play. Its just a shitty time when you see you didnt place, so you know nobody is ever going to see your map. =/.
fenX
Profile Joined February 2011
France127 Posts
September 15 2011 07:52 GMT
#299
Thanks guys, I appreciate your thoughts, but I don't quit because I didn't win MotM this month. I would've quit even if I made it to top5. And I made an asymetric map, I knew it wouldn't be selected, there's no way for the judges to tell if it's balanced or not (only playing a ton of games at high level would tell), as funcmode said the world is not ready for that.
I spend more and more time on my maps, and with the general improvement of maps quality that's the amount of work required to reach the standards, for the last 6 months I've been making maps almost full time, and as a result stopped working on other projects that are by far more important for me (I'm making a web-based MMORPG), that's why I decided to stop mapmaking and go back to that project.
Maybe I'll come back to mapmaking in a few months, but for now I need to stop because I have no self discipline and cannot manage my time, and I simply need to use my time for something else.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
Samro225am
Profile Joined August 2010
Germany982 Posts
September 15 2011 09:00 GMT
#300
you cannot leave before the mapping challenge #1: asymmetric maps is over
anyway all the best out there!
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