But maybe after seeing some games on them I will have a better perspective..
TL Map Contest Results - Page 10
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pPingu
Switzerland2892 Posts
But maybe after seeing some games on them I will have a better perspective.. | ||
Samro225am
Germany982 Posts
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: 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
United States2 Posts
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
France473 Posts
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 ![]() 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
Australia410 Posts
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. | ||
Superouman
France2195 Posts
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 ![]() 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. | ||
IronManSC
United States2119 Posts
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 ![]() 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. | ||
Samro225am
Germany982 Posts
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 ![]() + 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. .... | ||
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Xxio
Canada5565 Posts
I can't wait to see these in action! | ||
Namu
United States826 Posts
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GogoKodo
Canada1785 Posts
With that said all the maps in the finals here are all pretty nice looking. | ||
t3tsubo
Canada682 Posts
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
Canada1699 Posts
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
United States264 Posts
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Bear4188
United States1797 Posts
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. | ||
synapse
China13814 Posts
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
United States6 Posts
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Bear4188
United States1797 Posts
On November 10 2011 04:48 Exie610 wrote: I can't find Burning Alter by searching "TLMC" nor "Burning Alter" Try "Burning Altar" | ||
TheDougler
Canada8302 Posts
On November 10 2011 01:09 funcmode wrote: How the fuck am I supposed to refine my maps if + Show Spoiler [this] + ![]() 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. | ||
IronManSC
United States2119 Posts
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. | ||
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