TL Map Contest Results - Page 17
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FlopTurnReaver
Switzerland1980 Posts
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Dbla08
United States211 Posts
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Zelniq
United States7166 Posts
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 | ||
AdrianHealey
Belgium480 Posts
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. | ||
neobowman
Canada3324 Posts
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Phried
Canada147 Posts
Thanks so much. | ||
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Zelniq
United States7166 Posts
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. | ||
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Zelniq
United States7166 Posts
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TheDougler
Canada8302 Posts
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chuky500
France473 Posts
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Darpa
Canada4413 Posts
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. | ||
Plasmid
57 Posts
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
United States59 Posts
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Nabes
Canada1800 Posts
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TheBomb
237 Posts
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MadNeSs
Denmark1507 Posts
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Ownos
United States2147 Posts
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Kenpachi
United States9908 Posts
Will these maps every get played for events like the TSL? i would prefer community made maps over Blizzards any day. | ||
neobowman
Canada3324 Posts
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
United States5938 Posts
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