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TL Map Contest Results - Page 10

Forum Index > SC2 Maps & Custom Games
509 CommentsPost a Reply
Prev 1 8 9 10 11 12 26 Next All
pPingu
Profile Joined September 2011
Switzerland2892 Posts
November 09 2011 19:22 GMT
#181
At first look, don't really like any of them, They all seem to have really hard to defend 3rd.

But maybe after seeing some games on them I will have a better perspective..
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-09 19:26:27
November 09 2011 19:23 GMT
#182
On November 10 2011 04:19 JerKy wrote:
Hmm Burning Altar reminds me SO much of Tal'Darim, would be an interesting choice

Overall, pretty good looking maps, congrats to all



nah, that is only the name that makes you think of it!

more seriously: visually the idea was to have a jungle world like Tal'Darim and start with some destruction. Gameplaywise it is quite different though.

On November 10 2011 04:00 Snijjer wrote:
Show nested quote +
On November 10 2011 03:25 Johanaz wrote:
On November 10 2011 02:25 Snijjer wrote:
Exactly, you are taking his talent for making fun to play maps and dismissing it as something you can't control or luck.


No. I haven´t even commented on any of the maps or map makers. Nor have I said anything negative. It is you who read negativity and animosity towards Haven´s Lagoon into my posts.
My post was directed at all the dissapointed top map makers: you need a little magic sprinkled on top of your work in order to make a hit. Call it divine inspiration, grace from God or luck. Timetwister22 obviously has talent and certainly a good deal of magic was sprinkled on top of his creation since it was the most interesting and fun map to play on.

I´m a peace loving hippie - you can go through my entire 260 posts history and find ZERO negativity or personal attacks.


lol, am I going crazy here?

Anyway it seems I may have been to caught up in targeting you as culprit of jealous negativity, sorry bout that. But I still think the winning maps have little to do with luck or divine inspiration.



johanaz is the mapper who at least has the talent to make maps as good as any of the finalists. his visual design and gameplay in his maps is one of the best in this community.

sometimes it is very little things that decide between in and out. visual appearance, small balance issues, too complex to win such a contest, etc. i think he is quite aware of it. it is not about better map/map maker, it is about finding a fun solution for a problem at a specific point of time in the metagame.

a very well designed, exciting map might be a bit too complex or a bit too simple or a bit too different or a bit too similar to what we already have to not fit into the group of finalists or the official pool.

and cause this is hard to argument about, one would rather say it is luck, when one is very understandably frustrated about not being in. i was several times, when not being in MotM and i will be when i do not get into IPL.

everybody who loves mapping knows how it is to put a lot of work into something "for nothing".
BL0CK
Profile Joined November 2011
United States2 Posts
Last Edited: 2011-11-09 19:24:50
November 09 2011 19:24 GMT
#183
Great idea. I love all these maps.

Have any of you mapmakers ever thought about designing maps where starting locations have less mineral patches? It seems like it could be a cool idea to force early mobility of tier 1.

What if even a good resource allocator could not reach tier 3 in an original base? Good map control would confer greater advantages and the sunk cost of a second base would be unavoidable to have a big force. Could be an interesting twist for specific maps. :D
chuky500
Profile Blog Joined March 2010
France473 Posts
November 09 2011 19:26 GMT
#184
FlopTurnReaver you seemed pissed by what i said. Creative doesn't mean wicked.

On the ladder the majority of games only go to 2 or 3 bases and the majority of engagements happen close to players bases not in the middle of the map. That's why the layout of the bases matter a lot and matters more than how the middle of the map is laid out.

If you look at the 7 finalists, appart from Haven's Lagoon they all have the same 3 base layout :
- a big main
- a tiny natural
- a ramp between them
- a 3rd expansion touching the natural

[image loading]

And this is also the case with Motm, in Motm 9 all finalists also had this overused layout. Say this is "BS","plain stupid", that I make "myself look silly" but it's a fact, mapping contests pick maps that are very conservative.

Now you ask me why people like Metalopolis ? The lay out of the first 3 bases is unique. How hard is it to understand maps will play the same if bases are the same ?
TheLight
Profile Joined August 2010
Australia410 Posts
November 09 2011 19:26 GMT
#185
On November 10 2011 04:24 BL0CK wrote:
Great idea. I love all these maps.

Have any of you mapmakers ever thought about designing maps where starting locations have less mineral patches? It seems like it could be a cool idea to force early mobility of tier 1.


It was highly recommended to not mess with mineral patches and gas geysers due to Blizzards involvement.
A marine walks into a bar and asks: Where's the counter?
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 09 2011 19:28 GMT
#186
On November 10 2011 04:26 chuky500 wrote:
FlopTurnReaver you seemed pissed by what i said. Creative doesn't mean wicked.

On the ladder the majority of games only go to 2 or 3 bases and the majority of engagements happen close to players bases not in the middle of the map. That's why the layout of the bases matter a lot and matters more than how the middle of the map is laid out.

If you look at the 7 finalists, appart from Haven's Lagoon they all have the same 3 base layout :
- a big main
- a tiny natural
- a ramp between them
- a 3rd expansion touching the natural

[image loading]

And this is also the case with Motm, in Motm 9 all finalists also had this overused layout. Say this is "BS","plain stupid", that I make "myself look silly" but it's a fact, mapping contests pick maps that are very conservative.

Now you ask me why people like Metalopolis ? The lay out of the first 3 bases is unique. How hard is it to understand maps will play the same if bases are the same ?


This is the most balanced layout if you don't want 2base timing pushes all day long.
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
November 09 2011 19:29 GMT
#187
On November 10 2011 04:26 chuky500 wrote:
FlopTurnReaver you seemed pissed by what i said. Creative doesn't mean wicked.

On the ladder the majority of games only go to 2 or 3 bases and the majority of engagements happen close to players bases not in the middle of the map. That's why the layout of the bases matter a lot and matters more than how the middle of the map is laid out.

If you look at the 7 finalists, appart from Haven's Lagoon they all have the same 3 base layout :
- a big main
- a tiny natural
- a ramp between them
- a 3rd expansion touching the natural

[image loading]

And this is also the case with Motm, in Motm 9 all finalists also had this overused layout. Say this is "BS","plain stupid", that I make "myself look silly" but it's a fact, mapping contests pick maps that are very conservative.

Now you ask me why people like Metalopolis ? The lay out of the first 3 bases is unique. How hard is it to understand maps will play the same if bases are the same ?


Ohana has a different third layout, just with rocks.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Samro225am
Profile Joined August 2010
Germany982 Posts
November 09 2011 19:31 GMT
#188
On November 10 2011 04:26 chuky500 wrote:
FlopTurnReaver you seemed pissed by what i said. Creative doesn't mean wicked.

+ Show Spoiler +
On the ladder the majority of games only go to 2 or 3 bases and the majority of engagements happen close to players bases not in the middle of the map. That's why the layout of the bases matter a lot and matters more than how the middle of the map is laid out.

If you look at the 7 finalists, appart from Haven's Lagoon they all have the same 3 base layout :
- a big main
- a tiny natural
- a ramp between them
- a 3rd expansion touching the natural


[image loading]

+ Show Spoiler +
And this is also the case with Motm, in Motm 9 all finalists also had this overused layout. Say this is "BS","plain stupid", that I make "myself look silly" but it's a fact, mapping contests pick maps that are very conservative.


Now you ask me why people like Metalopolis ? The lay out of the first 3 bases is unique. How hard is it to understand maps will play the same if bases are the same ?


Cloud Kingdom's third is huged by the main, but it is open to atacks from two path - neither of them is going to the natural!

Lagoon found a position that is different.

Ohana's third seems regular. but works very interesting because of rocks (!)

Burning Altar's third might touch the Main a very little bit, it is intervened with the centre in a very different way we often see.

....
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
November 09 2011 19:34 GMT
#189
So cool~
I can't wait to see these in action!
KTY
Namu
Profile Joined February 2011
United States826 Posts
November 09 2011 19:34 GMT
#190
I like the way Sanctuary looks... it reminds me of longinus in scbw.
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
Last Edited: 2011-11-09 19:39:17
November 09 2011 19:37 GMT
#191
I don't see what all the hubbub is about the aesthetics for Haven. Sure it's simple, that doesn't mean that it doesn't look nice. I find a lot of maps that people make tend to be cluttered with too many doohickeys. Haven has a nice silhouette, easy to read, nothing too distracting and I find the colour changes add enough to make it visually interesting. Looking back on many Broodwar maps many of them didn't use a ton of doodads and many were pleasing to look at or play on.

With that said all the maps in the finals here are all pretty nice looking.
twitter: @terrancem
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
November 09 2011 19:42 GMT
#192
wow so much hate for haven's lagoon. When i was browseing the OP I literally looked at the maps one by one and was like thats cool, thats interesting woah whats this beach one that looks different. Pretty sweet.
Maybe its just the lack of polish but it was the only one that stood out to me as refreshingly different. On closer examination it does resemble Ride of the Valks from BW though, which is a good thing
ladyumbra
Profile Blog Joined August 2011
Canada1699 Posts
Last Edited: 2011-11-09 19:48:35
November 09 2011 19:44 GMT
#193
You can playtest these maps by searching for [TLMC] on NA/SEA/EU.
This should solve most of the frustration right? If people can playtest the maps themselves then either they'll come to like them for the play they provide and vote for them or they'll have identifiable problems which gives their detractors concrete reasons for disliking them and not voting for them.

edit: no offense meant toward TL's play-testing team with this comment.
OhMyGawd
Profile Joined February 2011
United States264 Posts
November 09 2011 19:44 GMT
#194
Daga looks nice, that Ohana is just like Belshir Beach, am i wrong?
zomg
Bear4188
Profile Joined March 2010
United States1797 Posts
November 09 2011 19:45 GMT
#195
Guys, guys, the colored hexagons are getting too much. Maybe we should start backing off on those a bit :p

I look forward to these being included in tournaments and hopefully the ladder. I've already seen Cloud Kingdom played on the ESV Weekly and it has promise.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
synapse
Profile Blog Joined January 2009
China13814 Posts
November 09 2011 19:48 GMT
#196
On November 10 2011 00:32 Plexa wrote:
I'm going to pre-empt some mappers criticising the choice of Haven. The focus of this contest was to find maps which played the best, not look the best. I can appreciate that it may not be as pretty as some of the other entries, and I can appreciate that it doesn't look like something most of you would create. But during test games this map was constantly mentioned as one of the players favorite maps - that's the kind of feedback the judges can't ignore and the reason that this map has done so well.

It reminds me of ROV. = good :D

The only thing I can really say (obviously never having tried these maps) is that their names are TOTALLY uninspiring. They all sound like Blizzard map names... what happened to names like Destination, Judgment Day, Blue Storm, Nemesis, Requiem, Wuthering Heights (okay that's a book but still)?
:)
Exie610
Profile Joined August 2011
United States6 Posts
November 09 2011 19:48 GMT
#197
I can't find Burning Alter by searching "TLMC" nor "Burning Alter"
Bear4188
Profile Joined March 2010
United States1797 Posts
November 09 2011 19:50 GMT
#198
On November 10 2011 04:48 Exie610 wrote:
I can't find Burning Alter by searching "TLMC" nor "Burning Alter"


Try "Burning Altar"
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
TheDougler
Profile Joined April 2010
Canada8304 Posts
November 09 2011 19:50 GMT
#199
On November 10 2011 01:09 funcmode wrote:
Show nested quote +
On November 10 2011 01:04 VirgilSC2 wrote:
On November 10 2011 00:58 funcmode wrote:
On November 10 2011 00:57 VirgilSC2 wrote:
On November 10 2011 00:52 funcmode wrote:
On November 10 2011 00:46 VirgilSC2 wrote:
On November 10 2011 00:41 funcmode wrote:
what a waste of time


Your attitude should be more like:

On November 10 2011 00:42 EffectS wrote:
Ahw didn't make it again.
Can I expect some feedback to make my map entries better?


The PW Team had entries that won, you can't expect to take all 7 spots with so many talented map makers out there, buck up, there's always next time, as well as the IPL Map Contest going on!

Yeah man, that guy that made Haven's Lagoon is so talented, I'm so jealous.

He may not be the most talented when it comes to aesthetically designing a map, but obviously he did something right with his concept, and the playable space layout. With two maps in the top seven, I'm not really sure why The PW crew is apparently having such an outrage at the decisions.

If you'd put anywhere even close to as much time and effort into mapmaking as I have, then maybe you'd understand.

There's a difference between losing gracefully and losing like a child. Sure, it might not sit well with you having lost to someone that clearly didn't put as much time into aesthetic design, but you should be mature enough to say "Win some, lose some, better refine my maps for the IPL Map Contest" or something.

Don't attempt to ruin someone else's accomplishment just because you didn't win. I'm sure Plexa would be more than willing to explain why your map(s) wasn't(weren't) chosen if you PM him and ask nicely.

How the fuck am I supposed to refine my maps if + Show Spoiler [this] +
[image loading]
is the winning formula?

Apologies that this is a few pages late, but if you can't see the genius behind the design of Haven's Lagoon then that is probably a significant part of why your maps didn't make it. I'm stoked for Haven's more than anything because I frankly don't care about aesthetics when I play, just about how the map affects my strategy, and this one seems to do an amazing job of that. ZvT is going to be especially interesting on that one, as well as TvT... I'm a bit worried about PvP on it tho, but PvP is never amazing.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 09 2011 19:50 GMT
#200
On November 10 2011 04:48 Exie610 wrote:
I can't find Burning Alter by searching "TLMC" nor "Burning Alter"


You have to search " [TLMC] " (with brackets) or type Altar instead lf Alter.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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