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TL Map Contest Results - Page 15

Forum Index > SC2 Maps & Custom Games
509 CommentsPost a Reply
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Tohron
Profile Joined April 2010
United States135 Posts
November 09 2011 23:43 GMT
#281
Haven's Lagoon reminds me of Ride of the Valkyries from BW rotated 90 degrees - wonder if that was an inspiration?
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2011-11-09 23:54:04
November 09 2011 23:44 GMT
#282
On November 10 2011 08:22 Antares777 wrote:
Show nested quote +
On November 10 2011 07:07 Roggay wrote:
On November 10 2011 07:05 Antares777 wrote:
On November 10 2011 06:52 Roggay wrote:
On November 10 2011 06:36 Antares777 wrote:
Ok. Uh... congrats to the winners I guess?

I'm satisfied with most of the finalists. Cloud Kingdom, not only is the name of the map a consonantal alliteration and therefore sounds awesome, the map itself is awesome. I can't really delve into all of this right now because I'm a bit beside myself at some of the other decisions. Daggoth Crater is another one of the good choices. I'm not quite sure why some of the gameplay changes were made from Korhal Compound. I personally dislike lava title sets and thought that the Korhal textured one was much more appealing aesthetically. Still, it's a good map gameplay-wise, which is obviously more important. I'm happy that Burning Altar made it in.

Ohana and Twilight Peaks on the fence about. I haven't tested them myself, so I can't say much. There are some experimental things about the maps which make me feel uneasy about them. Anyways, congratulations.

Haven's Lagoon is... terrible? I'm trying really hard to be nice here. Firstly, the map is extremely open. It's like so open that if you are not Zerg you might as well GG at the start. Zerg can always expand away from his opponent and the chokes are nonexistent. I think that the people judging the maps wanted to go for a wide variety of symmetries, and that is really the only reason I can see how it was chosen. I would have personally picked any other map over this one. Seriously.

Sanctuary I feel is a solid standard map, though I find it a little bit boring. Was the only reason this was picked over other, better maps because it was a three player map? I mean no offense to Grebliv, the map is clearly a solid map, I just feel that there were better ones that were submitted.

Alysaar Deluge, where are you? Why wasn't that map picked? Seriously?

Also, timetwister22, you made Haven's Lagoon correct? Are all these people supporting your map because they are your friends or because they think that Haven's Lagoon is a good map? I just cannot fathom why everyone thinks that map is good. I'm really sorry if I hurt your feelings. I'm willing to give feedback on it and help you improve it if you want, but... meh I just don't like it right now.




Hey, how about you read the OP before bullshitting around like that? Haven's Lagoon was chosen because the testers really liked to play on it, i think it was stated multiple times.

Also, why would you attack timetwister22 like that, are you THAT bitter that his map made it through?


This isn't an attack on the map maker. It's an attack on the judges.

"Also, timetwister22, you made Haven's Lagoon correct? Are all these people supporting your map because they are your friends or because they think that Haven's Lagoon is a good map?"

Yea right.

For all I know the seem like Bronze level players with a mediocre understanding of balance at the professional level.
How is this any different from the current pool of map makers? Aside from GSL's maps, only Testbug has gone anywhere. And you crown yourselves experts and talk down other peoples' work and opinions? Where is your balance pedigree? Even being GM doesn't necessitate an understanding of balance or playing the game. Almost no maps, including the maps featured in MotM or the previous iCCup tournaments, have received extensive testing for balance. I don't see where this arrogance of understanding map balance is coming from.

HL looks like RoV which was a fantastic map. It's the only map I'm excited to play on, and it's not because it's so simple that my tiny brain can comprehend it.

This is like a bunch of fashion designers bitching about fabrics, edges and silly shapes, when all we want is a big, comfy La-Z-Boy.
ModeratorNow I'm distant, dark in this anthrobeat
Scribble
Profile Blog Joined March 2011
2077 Posts
November 09 2011 23:48 GMT
#283
Wow, really hope more than 1 of these can make it on to the ladder and some major tournaments; Cloud Kingdom, Haven, and maybe Sanctuary in particular.
Nazeron
Profile Joined September 2010
Canada1046 Posts
November 09 2011 23:52 GMT
#284
pretty cool maps, GJ guys!!
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Clank
Profile Joined April 2011
United States548 Posts
November 09 2011 23:53 GMT
#285
I love seeing new maps :D, I'm a total noob when it comes to knowing the balance of maps, but all these maps look cool to play on, just from my nooby spectator eyes. Im sorta getting tired of the same old maps when it comes to tournaments, so hopefully the pros will like these and tournaments will start to incorporate them.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-11-09 23:57:51
November 09 2011 23:55 GMT
#286
On November 10 2011 08:44 Jibba wrote:
Show nested quote +
On November 10 2011 08:22 Antares777 wrote:
On November 10 2011 07:07 Roggay wrote:
On November 10 2011 07:05 Antares777 wrote:
On November 10 2011 06:52 Roggay wrote:
On November 10 2011 06:36 Antares777 wrote:
Ok. Uh... congrats to the winners I guess?

I'm satisfied with most of the finalists. Cloud Kingdom, not only is the name of the map a consonantal alliteration and therefore sounds awesome, the map itself is awesome. I can't really delve into all of this right now because I'm a bit beside myself at some of the other decisions. Daggoth Crater is another one of the good choices. I'm not quite sure why some of the gameplay changes were made from Korhal Compound. I personally dislike lava title sets and thought that the Korhal textured one was much more appealing aesthetically. Still, it's a good map gameplay-wise, which is obviously more important. I'm happy that Burning Altar made it in.

Ohana and Twilight Peaks on the fence about. I haven't tested them myself, so I can't say much. There are some experimental things about the maps which make me feel uneasy about them. Anyways, congratulations.

Haven's Lagoon is... terrible? I'm trying really hard to be nice here. Firstly, the map is extremely open. It's like so open that if you are not Zerg you might as well GG at the start. Zerg can always expand away from his opponent and the chokes are nonexistent. I think that the people judging the maps wanted to go for a wide variety of symmetries, and that is really the only reason I can see how it was chosen. I would have personally picked any other map over this one. Seriously.

Sanctuary I feel is a solid standard map, though I find it a little bit boring. Was the only reason this was picked over other, better maps because it was a three player map? I mean no offense to Grebliv, the map is clearly a solid map, I just feel that there were better ones that were submitted.

Alysaar Deluge, where are you? Why wasn't that map picked? Seriously?

Also, timetwister22, you made Haven's Lagoon correct? Are all these people supporting your map because they are your friends or because they think that Haven's Lagoon is a good map? I just cannot fathom why everyone thinks that map is good. I'm really sorry if I hurt your feelings. I'm willing to give feedback on it and help you improve it if you want, but... meh I just don't like it right now.




Hey, how about you read the OP before bullshitting around like that? Haven's Lagoon was chosen because the testers really liked to play on it, i think it was stated multiple times.

Also, why would you attack timetwister22 like that, are you THAT bitter that his map made it through?


This isn't an attack on the map maker. It's an attack on the judges.

"Also, timetwister22, you made Haven's Lagoon correct? Are all these people supporting your map because they are your friends or because they think that Haven's Lagoon is a good map?"

Yea right.

For all I know the seem like Bronze level players with a mediocre understanding of balance at the professional level.
How is this any different from the current pool of map makers? Aside from GSL's maps, only Testbug has gone anywhere. And you crown yourselves experts and talk down other peoples' work and opinions? Where is your balance pedigree?

HL looks like RoV which was a fantastic map. It's the only map I'm excited to play on, and it's not because it's so simple that my tiny brain can comprehend it.

This is like a bunch of fashion designers bitching about fabrics, edges and silly shapes, when all we want is a big, comfy La-Z-Boy.


Yes, the maps are getting nowhere. That's why this contest was set up in the first place, I believe. Some of my posts talked down on lower level players and lower post counts. That was in a fit of rage, which still doesn't make it right. The difference between my post and the posters that are supporting Haven's Lagoon is that I gave a reason. I supported my argument with the extent of my knowledge on balance. They just said "cool map".

RoV was a BW map. That game is very different from SCII. I try to avoid making comparisons like this. I understand that RoV was a great, fun, and balanced map. Haven's Lagoon is clearly based off of it, but has a lot of poor qualities that contribute negatively to its balance.

I guess my point is that the map is not a big comfy La-Z-Boy. I want what's best for the community, like everyone else, and Haven's Lagoon is not what's best for the community in my opinion.

EDIT: The arrogance is coming from experience. I've been a shitty map maker before. Now I can identify good maps from bad maps. Why don't you back up Haven's Lagoon being balanced? No one has! Everyone I've argued with said nothing about why it is balanced and how I'm incorrect.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2011-11-10 00:03:43
November 09 2011 23:59 GMT
#287
I think the distance to expansions lends itself better to non-Zergs than you think.

EDIT: Everyone else is waiting to play test them. In a certain style of game, it will be a bad map, but the point is that it lends itself towards a different play style than we've seen before. Ball armies will do poorly, but counter attacks and harassment, both requiring lots of multitasking, will thrive.
ModeratorNow I'm distant, dark in this anthrobeat
Apom
Profile Blog Joined August 2011
France656 Posts
November 10 2011 00:02 GMT
#288
On November 10 2011 06:51 Ruscour wrote:
I'm not really too sure about what I'm saying here, it's just from observation.

Aren't mapmakers pretty discouraged by the lack of diversity in melee mapmaking? Everything is relatively similar and you never see anything too diversified due to balance. Keep in mind these aren't the final winners, just the finalists. I dunno, if I was a mapmaker I wouldn't be mad, I'd be happy that Haven's Lagoon made it and hope it makes good games so that it opens people up to more experimentation in mapmaking.

I can give a personnal answer to this - yes, I somewhat feel that way.

To be perfectly honest, this is one of the reasons why I started mapmaking with a 2v2 map (Fields of Strife is actually the result of my first contact with the map editor). There is a very rigid "meta-game" of what is an acceptable 1v1 map in the map-making community, and the 3-base paint drawing posted earlier in this thread captures a visible and significant part of it. I did not feel experienced enough to do a standard 1v1 map that would be of any interest to anyone except myself, and I did not feel bold enough to challenge the standard like TimeTwister did.

2v2 melee, on the other hand, is essentially an unexplored land. Nobody can tell with any certainty what features are absolutely required to make a good 2v2 map. There is a "standard" of ladder maps, which is not really standard in fact : ramp, backdoor and expansion layouts are completely different across the board. The only consistent aspect is the number of bases, but then there are competitive maps that tend to push the enveloppe of "macro-style" very far : Citadel of Gaia, featured in this contest, has 22 bases - only one ladder map ever had more than 16, and it was removed for being too big according to Blizzard.

Without delving into the details, one can see that there is much more room for experimentation in the 2v2 environment (even more so in 3v3 and 4v4, but these modes really make no sense from a competitive standpoint - 2v2 could have some sense). Hence why I opted for it. Of course, this is nothing my personal point of view, and the number of entries in the 1v1 category suggest that not every mapmaker is discouraged with it
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
November 10 2011 00:03 GMT
#289
Well, I can't really jump to conclusions yet without actually playing the maps or at least seeing these on stream in action. From the pictures and descriptions though, Haven's Lagoon looks to be the most interesting. I'd say I also like Ohana and Sanctuary.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
coolcor
Profile Joined February 2011
520 Posts
Last Edited: 2011-11-10 00:05:08
November 10 2011 00:04 GMT
#290
On November 10 2011 03:58 IronManSC wrote:
Show nested quote +
On November 10 2011 03:55 coolcor wrote:
t's actually not "make a map so creative and wicked that anyone below masters will insta downvote it!". No, it's about doing something that everyone is already familiar with and integrate some original features if it fits with the overall concept.


Wait why is everyone so sure that everybody not skilled enough to become one of the top 3% of active players hate creative and wicked maps? Can't people not experts at the game enjoy new elements that give some variety to the game also? I mean who says "this map is to wicked for me to enjoy with my not professional skill set at this game". Especially since blizzard defines changing the rocks hp as to creative and wicked it will blow up a gold player's brain.



If this is true then you wouldn't be seeing the same 12 maps in every tournament map pool ever created.


huh I was talking about the ladder not tournaments. Tournaments probably use the same 12 maps because they want to follow the ladder as close as possible and have trouble getting pros to play enough games on any maps they want to add to feel comfortable it is balanced. Especially if they were to add anything creative. But it is true I wish tournaments could use the powerful map editor to do a bunch of creative things. Broodwar didn't have a problem with adding a map that you could turn into an island map by destroying assimilators: troy. Maps with eggs cloaked by a neutral arbiter blocking a path: Triathlon. Or how about neutral spells permanently on the map + a command centre to infest: HolyWorld, (You could probably use the sc2 editor to make an entire area or path do anything good or bad you want to units in it instead of just using the game spells)

But anyways back to the ladder maps I like all the maps chosen. I just wish somebody could explain why people are so sure most people can not handle or want absolutely zero new creative map elements every few months when maps rotate on the ladder. Even if it is just a minor change like decreasing/increasing rock hp and armour (or make them cloaked) it is against blizzards rules because it is not easy to learn? But players don't have a problem learning a crazy unique creative gimmick on every level of the single player, and won't have a problem with those rocks that block paths when destroyed in HotS that they showed. (while learning all the new units at the same time) Couldn't those be added into the ladder with the map editor right now? And if they are fine maybe other things could be fine to try out also every once in a while by the community.

Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-11-10 00:10:40
November 10 2011 00:10 GMT
#291

On November 10 2011 03:55 coolcor wrote:
Broodwar didn't have a problem with adding a map that you could turn into an island map by destroying assimilators: troy.


To get a little off topic, I've been wanting to make a map like this for a while. Unfortunately, I've been a little bit discouraged by how universally hated the newbie map pool seems to be.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 10 2011 00:11 GMT
#292
This discussion is pointless. It's 2 different sides argueing about something they have a completely different angle on. The normal TL forum user just looks at a map just takes in the general concept of it, leading him to judge a map for the fun factor of playing/watching. Any mapmaker looks at it with all the things he knows about mapmaking in the back of his head. What's the distances of the bases, how's the openness, what are the options for map splitting, how vulnurable are the different bases?

I'm not saying that noone but a mapmaker can see those things, but it's just that not everyone really focuses on those "small" things. It's stupid to have such an argument between people who just use maps to play on them or watch them being played by others, rather focusing on the play itself, and people who spend many hours a week, not only creating but also studying maps. Especially if there's only an overview picture to judge from. Sure, an experienced mapmaker will see the proportions on the pictures and can proclaim things he can't really back up because it's not been proven publicly, even if it's true, other people won't see it, hence hardly believe the claims.

So please stop this madness, we get it, most (?) mapmakers think it's a bad map, most non-mapmakers like it because it's very different. Also I think it's not particularly a good representation of TL for a mod to insult a large group of people because a handfull of them are crossing the line.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Quotidian
Profile Joined August 2010
Norway1937 Posts
November 10 2011 00:12 GMT
#293
On November 10 2011 08:42 ComaDose wrote:
Show nested quote +
On November 10 2011 08:40 Quotidian wrote:
On November 10 2011 06:52 Roggay wrote:
Hey, how about you read the OP before bullshitting around like that? Haven's Lagoon was chosen because the testers really liked to play on it, i think it was stated multiple times.

Also, why would you attack timetwister22 like that, are you THAT bitter that his map made it through?



I'd like to know who tested the maps. If it's just the judges then whatever.. their opinion isn't any more valid than anyone else's.

I personally can't think of a single reason why Haven's Lagoon was chosen as a finalist. It's not a good map, plain and simple - it's not even fun to play on in my opinion.

But to be honest, I don't think there's a single map of the finalists I'd actually want to play over and over in an official map pool. I'm not sure what I was expecting, or if I was expecting anything at all, but I'm not crazy about any of these maps. At all. Did no Korean map makers enter a submission?

read the op man...



right... so the amount of playtesting the maps got seems to be minimal, and it was entirely by TL forumites/mods, whose opinion I don't automatically trust especially after the results. No Sheth, no TLO, no Jinro. no Haypro, no Tyler, no Ret, no Hero. What a wasted opportunity.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-11-10 00:22:24
November 10 2011 00:14 GMT
#294
On November 10 2011 08:59 Jibba wrote:
I think the distance to expansions lends itself better to non-Zergs than you think.

EDIT: Everyone else is waiting to play test them. In a certain style of game, it will be a bad map, but the point is that it lends itself towards a different play style than we've seen before. Ball armies will do poorly, but counter attacks and harassment, both requiring lots of multitasking, will thrive.


I agree to an extent. The problem is that Protoss is very ineffective without a ball army. Protoss isn't my main race, but what I know about the race is that you either all-in or get Colossi. Blizzard has been breaking away from this lack of options which is a great thing. Archons are now possible in PvP and PvT to an extent so that Colossi are not always needed.

With that said, Haven's Lagoon will probably force a Archon/Gateway heavy composition in PvX. Terran will probably want to go bio against Protoss because of how effective EMP is against Archons and how mobile the army is. Zerg will probably just play normally. Their builds are least affected by the layout of this map in my honest opinion. Terran could go mech or bio or biomech vs. Zerg.

EDIT: The reason that I feel it is imbalanced is because I do not think that even with Archons Protoss will stand much of a chance. Zerg will get surrounds on Terran very easily and crush them in most situations in my opinion. Also, the expansion layout favors Zerg more so than Terran and Protoss because they cannot expand toward their opponent easily and Zerg can just expand far away from their enemy. If Terran or Protoss were to attack an expansion, they'd be very vulnerable to counter-attacks and the expansions are not close together, so they wouldn't be able to move through into another expansion, forcing a base race. It would be much easier for the Zerg to win the base race, which I can picture happening in a lot of scenarios.
RevoNinja
Profile Joined June 2011
United States59 Posts
November 10 2011 00:20 GMT
#295
Cloud Kingdom is so sick!!
"I skipped studying for my final to watch lord if the rings. I shall not pass"
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2011-11-10 00:26:15
November 10 2011 00:24 GMT
#296
I have a feeling so many people are saying they like Lagoon because it is pretty much the only top down image that people can read. You actually can see where the bases are and the paths to and from them. Mainly due to the poor aesthetics. Ohana for instance, if I haven't seen the analyzer for it before I'd have no fucking clue what was going on because it's just so "busy" looking.

I'd be curious to see if the top 7 maps were posted with just the SC2 Analyzer Summary view rather then a top down view, which map people would like better.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
chipman
Profile Joined February 2011
United States139 Posts
November 10 2011 00:24 GMT
#297
I'm masters and I for one am excited to play around on these new maps.
Doesn't Afraid of Anything
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
November 10 2011 00:26 GMT
#298
OMG I LOVE THE IDEA OF HAVEN's LAGOON... i mean i can see myself crying myself to sleep cause terran can siege on high ground like 3 times but its such a cool look/idea...

awww... No island map can't get tasteless to explain to us that on island maps, drops will usually be seen
Remember, no matter where you go, there you are.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2011-11-10 00:42:17
November 10 2011 00:26 GMT
#299
On November 10 2011 09:11 FlopTurnReaver wrote:
This discussion is pointless. It's 2 different sides argueing about something they have a completely different angle on. The normal TL forum user just looks at a map just takes in the general concept of it, leading him to judge a map for the fun factor of playing/watching. Any mapmaker looks at it with all the things he knows about mapmaking in the back of his head. What's the distances of the bases, how's the openness, what are the options for map splitting, how vulnurable are the different bases?

I'm not saying that noone but a mapmaker can see those things, but it's just that not everyone really focuses on those "small" things. It's stupid to have such an argument between people who just use maps to play on them or watch them being played by others, rather focusing on the play itself, and people who spend many hours a week, not only creating but also studying maps. Especially if there's only an overview picture to judge from. Sure, an experienced mapmaker will see the proportions on the pictures and can proclaim things he can't really back up because it's not been proven publicly, even if it's true, other people won't see it, hence hardly believe the claims.

So please stop this madness, we get it, most (?) mapmakers think it's a bad map, most non-mapmakers like it because it's very different. Also I think it's not particularly a good representation of TL for a mod to insult a large group of people because a handfull of them are crossing the line.

I quit being a mod so my opinion has no reflection on the site. And I'm serious, map balance pedigree was invented by the people who claim to have it. In BW the only relevant ones didn't speak English, and even they fucked up sometimes. A little humility is required for this sort of thing, especially when you're theory crafting maps you haven't played.

You're basically saying "People in the know know that it's a bad map, but those ignorant of design like it because it's different. But please stop this arguing!"

Look at the threads for every new Blizzard map pool. Half of the posts are about rush distances, width of naturals, how accessible expansions are and specific tank nooks. Do you really think non-map makers fail to judge gameplay features?
ModeratorNow I'm distant, dark in this anthrobeat
Bobster
Profile Joined January 2011
Germany3075 Posts
November 10 2011 00:29 GMT
#300
Ohana looks awesome, I'd want to see this map on ladder and in tournaments.
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