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TL Map Contest Results - Page 17

Forum Index > SC2 Maps & Custom Games
509 CommentsPost a Reply
Prev 1 15 16 17 18 19 26 Next All
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-11-10 01:36:06
November 10 2011 01:35 GMT
#321
oh shi.. wrong thread, sry
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Dbla08
Profile Joined March 2011
United States211 Posts
November 10 2011 01:46 GMT
#322
i rly like most of the maps, although burning altar seems strange i think it'll play out just fine. the only thing that i (not a mapmaker) would say is that on haven's lagoon, the water outside of all the bases needs to be stripped and the border brought flush with the land, it seems like banshee rushes/ mutalisks almost at all, would be a little too good with that much room to maneuver but perhaps it plays just fine, we'll have to wait and see ^.^
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
November 10 2011 01:50 GMT
#323
On November 10 2011 10:46 Dbla08 wrote:
i rly like most of the maps, although burning altar seems strange i think it'll play out just fine. the only thing that i (not a mapmaker) would say is that on haven's lagoon, the water outside of all the bases needs to be stripped and the border brought flush with the land, it seems like banshee rushes/ mutalisks almost at all, would be a little too good with that much room to maneuver but perhaps it plays just fine, we'll have to wait and see ^.^

that picture shows the well beyond the playable map portion. actual map doesnt have all that water around it
ModeratorBlame yourself or God
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
November 10 2011 01:50 GMT
#324
Could someone who actually played the controversial map Haven explain why it plays so awesome? I'm not in the position to actually play it any time soon - neither is my league (high gold, facing mid plat players) sufficient to really analyze it. But I would love some first person experiences on the map.

For example: the map looks very zerg favorite (it looks really open), but given the positive feedback, I'm sure it looks wrong. So some first person experience explanations would be very welcome. I'm very curious about it.
I love.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 10 2011 02:06 GMT
#325
Could I get feedback on my maps? Bardiche and Starlight Breaker.
Phried
Profile Joined June 2011
Canada147 Posts
November 10 2011 02:20 GMT
#326
I sent a PM but just in case: Could I get some feedback on my map Combustion?
Thanks so much.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
November 10 2011 02:25 GMT
#327
I really liked Bardiche and wanted to give it the go ahead except for one major problem, after the 2 rocks are broken, it's just too close to reach your opponent, and the tiny choke left by the rocks is just too small. I really don't see any reason why those rocks couldnt just be permanent walls. besides that it looks amazing.

as for Starlight Breaker, well the 3rd is just way too easy to protect simultaneously as your nat. er meaning that if you're defending your 3rd, youre also essentially defending your nat. also the gold bases are too close to the main, easily tankable from above. seeing as how there's only 5 bases per player, gold included, it would be nice if you had the option of taking the other gold as your 5th rather than the one that's close by air to main only. also, I personally dislike golds and don't think they belong in sc2, and would rather not see them in any maps.
ModeratorBlame yourself or God
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
November 10 2011 02:27 GMT
#328
Combustion has far too many narrow paths/chokes all over, without any real decent wide spaces
ModeratorBlame yourself or God
TheDougler
Profile Joined April 2010
Canada8324 Posts
November 10 2011 02:29 GMT
#329
Hey just realized I have a question about Haven's lagoon. Didn't notice the gold minerals up there till just now but I'm a bit confused by them, are they on the same level as the ground where the CC/Hatch/Nexus will be... or are the workers mining uphill?
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)
chuky500
Profile Blog Joined March 2010
France473 Posts
November 10 2011 02:42 GMT
#330
Could I please get feedback on my map Back to Back ?
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
Last Edited: 2011-11-10 02:45:46
November 10 2011 02:43 GMT
#331
Alot of the maps look really cool and are neatly designed. Kudos to the makers. That said, a good chunk of them have an outrageous amount of ramps and small small chokes that really alter gameplay choices and favor engagements in the choke. There is very little room to spread out in alot of those cases. Which is insanely bad for zerg players attacking a terran tank position, or terran (and zerg) players attacking protoss death balls. Feels like some of the maps would favor a particular race by a huge amount. Not that, that isnt something we havent seen in other map pools.

Just how it appears to me in some of the cases. Daggoth crater and cloud kingdom look really interesting to me though. It will be fun to see how these turn out.
"losers always whine about their best, Winners go home and fuck the prom queen"
Plasmid
Profile Joined December 2010
57 Posts
November 10 2011 02:44 GMT
#332
On November 10 2011 01:41 irongar wrote:
Gameplay should always outweight aesthetics. Haven is the only map to me that has a fun, refreshing concept.


+1 (The general idea, I am not good enough of a player to judge Haven or any other on first glance.)

A good concept can always be made to look cooler.
A bad idea painted in fluo colors will still be a bad idea.


Anyway, good work everyone who tried, the judges, and Blizzard if they become more open using maps or map ideas from the community.
Ferox77
Profile Joined October 2010
United States59 Posts
November 10 2011 02:48 GMT
#333
Fields of Strife looks so sick, I have to try some of these out.
no amount of creativity is gonna get a zergling past a wallin or an overlord past a marine - IdrA
Nabes
Profile Joined November 2010
Canada1800 Posts
November 10 2011 03:04 GMT
#334
Burning altar looks awesome, I feel like the rocks don't add anything to the game in cross spawn positions, but in close spawn they actually make it worthwhile having them in. I really like the wide and multiple paths in the middle. Very simple and aesthetically pleasing with the Trees and such making clear cut paths.
TheBomb
Profile Joined October 2011
237 Posts
November 10 2011 03:14 GMT
#335
Haven looks like a very fun map and its very unique. I'm curious how it plays and what pro's think about it!
Starcraft 2 needs LAN support
MadNeSs
Profile Joined March 2007
Denmark1507 Posts
November 10 2011 03:45 GMT
#336
The maps look interesting, but some of them could use some Eye candy .
Ownos
Profile Joined July 2010
United States2147 Posts
November 10 2011 03:48 GMT
#337
I don't see anything immediately objectionable about these maps. So I guess that's a very good start, because I always nitpick.
...deeper and deeper into the bowels of El Diablo
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
November 10 2011 03:49 GMT
#338
Field of Strife and Ohana are real eye candies.
Will these maps every get played for events like the TSL? i would prefer community made maps over Blizzards any day.
Nada's body is South Korea's greatest weapon.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 10 2011 04:00 GMT
#339
On November 10 2011 11:25 Zelniq wrote:
I really liked Bardiche and wanted to give it the go ahead except for one major problem, after the 2 rocks are broken, it's just too close to reach your opponent, and the tiny choke left by the rocks is just too small. I really don't see any reason why those rocks couldnt just be permanent walls. besides that it looks amazing.

as for Starlight Breaker, well the 3rd is just way too easy to protect simultaneously as your nat. er meaning that if you're defending your 3rd, youre also essentially defending your nat. also the gold bases are too close to the main, easily tankable from above. seeing as how there's only 5 bases per player, gold included, it would be nice if you had the option of taking the other gold as your 5th rather than the one that's close by air to main only. also, I personally dislike golds and don't think they belong in sc2, and would rather not see them in any maps.


Okay, thanks a bunch. Though I feel I could've just gotten rid of the middle paths if I'd been contacted. The Starlight problems seem reasonable though. Thanks for the feedback.
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 10 2011 04:21 GMT
#340
Assuming mine went through, might I get thoughts/feedback on my map, Sunken Quarry? I felt that map was my best of the 3 I submitted, where the others I can see have been clearly trumped.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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