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TL Map Contest Results - Page 19

Forum Index > SC2 Maps & Custom Games
509 CommentsPost a Reply
Prev 1 17 18 19 20 21 26 Next All
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 10 2011 07:23 GMT
#361
Hey guys, I want to apologize on behalf of Funcmode and Mereel. We as a team put a good amount of effort into each map we make, and we adore aesthetic work. Yes, it can be frustrating when a seemingly low-effort, low-quality map tops a map that had 10x the work put into it, and that's what my two fellow teammates were basically saying. I vouch for the frustration as I've had a few of my maps get bumped out. This is something every map-maker understands, and viewers I encourage you to just simply understand that the work we do as a community is something we really admire. It's not fun to lose, but life has its loss i'm afraid.

And so, i apologize to the TL community for some of the unwanted attitudes flying around a little bit. I know some of you may have a bit of distaste toward the TPW team today, but most of us are excited for the winners and we take the hits, learn from them, and move on. Please understand this!

Congrats to the other winners
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-10 07:25:42
November 10 2011 07:24 GMT
#362
@Timmay Possibly zero times, as maps are also uploaded on bnet. We used the map files only for recovering better images and uploading maps that weren't already uploaded
On November 10 2011 16:23 IronManSC wrote:
Hey guys, I want to apologize on behalf of Funcmode and Mereel. We as a team put a good amount of effort into each map we make, and we adore aesthetic work. Yes, it can be frustrating when a seemingly low-effort, low-quality map tops a map that had 10x the work put into it, and that's what my two fellow teammates were basically saying. I vouch for the frustration as I've had a few of my maps get bumped out. This is something every map-maker understands, and viewers I encourage you to just simply understand that the work we do as a community is something we really admire. It's not fun to lose, but life has its loss i'm afraid.

And so, i apologize to the TL community for some of the unwanted attitudes flying around a little bit. I know some of you may have a bit of distaste toward the TPW team today, but most of us are excited for the winners and we take the hits, learn from them, and move on. Please understand this!

Congrats to the other winners
The judges can certainly understand their actions, we just remind ourselves that the only act out in this way because of their overwhelming passion for what they are doing. It's a good thing that they have this passion, but sometimes it can lead to problems.
.
Administrator~ Spirit will set you free ~
nam nam
Profile Joined June 2010
Sweden4672 Posts
November 10 2011 07:25 GMT
#363
On November 10 2011 16:13 Toppp wrote:
Show nested quote +
On November 10 2011 14:56 FlopTurnReaver wrote:
It's hilarious how many people are judging mapmakers/maps wihtout having a clue what they're talking about^^


It's called Feedback and constructive criticism , ever heard of it?


How many have even played the maps though? Maybe I'm wrong but to me it seems like a lot of people are commenting about the maps just based on the pictures. I don't really think that can be counted as constructive criticism.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
November 10 2011 07:38 GMT
#364
I just want to say congrats to all of the finalists. As a huge fan of TPW and ESV and the other teams out there, I love community map projects like this.
I feel bad for the people that put in tons of hours on other maps that did not make it in, but please do not let that discourage you. I read and check out most maps that get threads on here and am usually impressed. Keep up the good work and keep trying for the next opportunity.

Thanks to all of the map makers for all of their projects!
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
Last Edited: 2011-11-10 07:45:55
November 10 2011 07:44 GMT
#365
Is it just me or does Sanctuary have a huge positional imbalance?
I made a picture below to represent it, and is it seems like the red player is at a huge disadvantage when it comes to taking his 3rd. The white player can secure his third far more easily than the red player. The red player could take base #4 as his 3rd as well but it's far more open and harder to secure (and potentially creates a problem where mutas are easily able to ping pong from the main to the 3rd very easily a la tal'darim altar)

[image loading]
Apom
Profile Blog Joined August 2011
France656 Posts
November 10 2011 08:11 GMT
#366
On November 10 2011 16:44 [wh]_ForAlways wrote:
Is it just me or does Sanctuary have a huge positional imbalance?
I made a picture below to represent it, and is it seems like the red player is at a huge disadvantage when it comes to taking his 3rd. The white player can secure his third far more easily than the red player. The red player could take base #4 as his 3rd as well but it's far more open and harder to secure (and potentially creates a problem where mutas are easily able to ping pong from the main to the 3rd very easily a la tal'darim altar)

[picture]

I don't know, it feels to me like you put the 3rd where the 4th should be (and reverse)...
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
November 10 2011 08:27 GMT
#367
I disagree. The 4th base seems much more vulnerable to attacks/counter attacks than the 3rd. I would much rather be in white's position expanding away from my opponent by taking base #3 than be in red's position by expanding to a fairly open base that's about the same distance from white's natural as my own natural. Also base #3 has the extra security of being on the high ground (granted sometimes that's a negligible advantage, but an advantage none the less)
Apom
Profile Blog Joined August 2011
France656 Posts
November 10 2011 08:38 GMT
#368
What you call base "number 3" is easier to defend by itself, sure... But it's much harder to defend along with the rest of your bases. Essentially, if you have an army parked on the outside of your natural choke, you cover bases 1, 2 and 4 pretty well, but your are quite far from base 3.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-10 08:54:15
November 10 2011 08:42 GMT
#369
Sanctuary-discussion:

white should expand away! so to the left side of the map with fourth on the highround.

i experiemented quite a bit with 3player maps and it is easy to see that red is more compact in mid game (on four bases), but in late game white has access to more bases when expansing counterclockwise all the time.

On November 10 2011 06:36 Antares777 wrote:

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.






i want to support him cause it is extremly fun to see someone appearing from nowhere getting a map in the finalists group. also the whole team-thing is less strong with such a map comning through. he has some ideas implemented many of us would not dare to do, or because we had experienced that such features did not "win us anything" in the mapping community. It is great for sc2 mapping that such an effort is seen on this stage.

honestly the map is really ugly; i can't stand uhly maps. so when a lot of people want to play it and they have fubn, why not make it a better looking map or help the author making is better looking?

we do not know each other, but still, it is an opportunity to help a talented map maker. also to show what i can do or see if i can help somehow. I would also love to see this as an extra MotM contestn in case the author does not want to beautify the map.



On November 10 2011 07:03 RoboBob wrote:
+ Show Spoiler +
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 post makes a ton of sense. I was struggling to understand why I felt so many of these maps were "blah" (except for Haven's Lagoon) and this hit the nail right on the head.

I understand that thirds close to mains are important to Zergs. But the beauty of Haven's Lagoon is that you're always expanding away from the enemy main. So even though the third is far from the main relative to most ladder maps, its also much more difficult for the opponent to punish that third. Any early push by the opponent to kill the third is extremely vulnerable to counterattack by the opposite ground. The choice to push along either the high or low ground is really cool too. Push along the high ground and you get the high ground advantage, but take longer to hit the opponent. Push along the low ground and you get to the opponent much faster, but then you relinquish the high ground to the opponent.

This dynamic continues into the lategame with the 5th and 6th bases, which is really really cool.

I'm not worried too much about the lack of chokes on the map because there's so many different levels. At first glance such an open map would be awesome for Zergs, but then you think about Terrans placing a PF on either the low ground third or the gold. Or for Protoss, Colossi cliff abusing the 4ths, threatening 4gates on open naturals, and a gazillion tough-to-scout locations to place proxy pylons.

The more I think about it, the cooler Haven's Lagoon looks. I might actually playtest that one.


the heightlevels make this map kind of unique for sc2. although we have seen things like that before (ride of valkyries).
please not that this "always" expandinfg away thing works in many other maps, too, but it is the easiest in 2player-mirror-maps, because with every exoansion in a straigt line you get further away from the opponent.

but as i said, this also works in other maps, also in this contest among the finalists. I do not want to discuss/defend other maps than my own. Burning Altar lets you expand "away" for third, fourth and fifth when spawning in close position (one of the two pülayers has to go slightly forward for fourth and fifth. but again that is similar in most maps (even lagoon).
Logros
Profile Joined September 2010
Netherlands9913 Posts
November 10 2011 08:45 GMT
#370
Yes that 4th base is really close to the ramp of your natural, thus much easier to defend. You could wall off that back path pretty easily as well.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-11-10 09:05:01
November 10 2011 08:55 GMT
#371
On November 10 2011 16:44 [wh]_ForAlways wrote:
Is it just me or does Sanctuary have a huge positional imbalance?
I made a picture below to represent it, and is it seems like the red player is at a huge disadvantage when it comes to taking his 3rd. The white player can secure his third far more easily than the red player. The red player could take base #4 as his 3rd as well but it's far more open and harder to secure (and potentially creates a problem where mutas are easily able to ping pong from the main to the 3rd very easily a la tal'darim altar)


+ Show Spoiler +
[image loading]



Here is basically how I see it going most of the time, Red being the "turtler" TvZ TvP PvZ, yellow being the "zerger", zerg basically and usually terran vs toss.

[image loading]

Taking the other third spreads the turtler a lot more (It's like taking the other nat on shakuras but with the main being a big additional path).

The zerger will however try to take his third away from the turtler, half the time that is the more open(good for zerger, especially when it comes to denying thirds) but closer base, the downside being that it's also a bit closer towards your opponent. The other half he will take the more reclusive third.

A thing to note is that the turtler's army's staging point will most likely be stationed in front of his nat, between nat and third. From there the difference in attack distance towards thirds is somewhat noticable but the natural of the zerger with the further third will be a bit more easily accessable.

The zerger with the reclusive third will have a harder fourth.

About the ping ponging, I don't really see the turtler take the other "less ping pongy" base too often and if he does it is way more ping pongable from nat to third this time instead of from third to main.
ESV Mapmaking!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 10 2011 09:02 GMT
#372
On November 10 2011 13:47 Toppp wrote:
TPW seems extremely butthurt coming into this thread and bashing other peoples maps. Hard to believe you can be that bad mannered when most of you're maps placed so highly.

Well, at TPW we don't all have the same opinion and Mereels comment on this was just over the top. I myself was aware of some flaws in the in the maps i submitted (and FYI the maps submitted mostly have been overhauled for TLMC - lesser doodads to avoid those lag issues). What i just didn't liked: the kinda small judge board - but overall they seem to have chosen decent maps with Lagoon being maybe a possible Scrap v2 in their mindset.

So i'm absolutely fine with their decision and if Lagoon gonna win i'm pretty much sure it will be overhauled in terms of design. TLMC was all about Layout and that's might be why some guys (and even TPW members) complain about a map aesthetically not to good being in the top row. I'm looking forward to see the TLMC tourney and see games on all those maps.

TLDR: I don't share the map bashing attitude of Mereel and Co.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Johanaz
Profile Joined September 2010
Denmark363 Posts
November 10 2011 09:05 GMT
#373
As a low level bronze player (plz bring back Copper League) pushing 40 I am probably the map maker with the least understanding of the metagame and map balance, so I have always relied on play test feedback and posting on this forum. Along the way I have learned a lot of guidelines about map proportions and such, so I was completely blown away by Havens Lagoon making top 7, as it disregards a lot of the rules I thought I had to play by.

So, I got on B.net and set up some games. I found a master Zerg and a master terran who likes to off-race as Protoss.
First 2 games Protoss was roflstomped early, so I thought "ok, that was it", but then he said: "no lemme try again - I screwed up " - then followed 7 super fun games with tons of action from start to finish! In the final game he switched back to terran and they played a pretty epic TvZ.

mind = blown

This experience has completely changed the way I look at map architecture, and I am so stoked about throwing away a lot of the restrictions I have followed.

Here are two replays from the session:

Havens Lagoon - TvZ - DLMredBullX vs Vettel

Havens Lagoon - PvZ - DLMredBullX vs Vettel

My instincts tell me that this map is Zerg>Terran>Protoss, but I can´t know at this point. What I do know is that it makes for super entertaining games and that players enjoy it as much as spectators. So Kudos to Timetwister22 and the judges for this wake-up call!
TPW Map Maker - theplanetaryworkshop.com
Robinsa
Profile Joined May 2009
Japan1333 Posts
November 10 2011 09:06 GMT
#374
I havnt seen any of the maps played buth Burning Altar and Cloud Kingdom looks really really interesting! Cloud kingdom looks just like it could hae been an old BW map and Im really interested how it will play out in SC2. Burning Altar is proboably a really really intensive map I think. Looks like a great map to cheese on.
4649!!
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-10 09:18:54
November 10 2011 09:07 GMT
#375
On November 10 2011 18:02 dezi wrote:
Show nested quote +
On November 10 2011 13:47 Toppp wrote:
TPW seems extremely butthurt coming into this thread and bashing other peoples maps. Hard to believe you can be that bad mannered when most of you're maps placed so highly.

Well, at TPW we don't all have the same opinion and Mereels comment on this was just over the top. I myself was aware of some flaws in the in the maps i submitted (and FYI the maps submitted mostly have been overhauled for TLMC - lesser doodads to avoid those lag issues). What i just didn't liked: the kinda small judge board - but overall they seem to have chosen decent maps with Lagoon being maybe a possible Scrap v2 in their mindset.

So i'm absolutely fine with their decision and if Lagoon gonna win i'm pretty much sure it will be overhauled in terms of design. TLMC was all about Layout and that's might be why some guys (and even TPW members) complain about a map aesthetically not to good being in the top row. I'm looking forward to see the TLMC tourney and see games on all those maps.

TLDR: I don't share the map bashing attitude of Mereel and Co.


i was writing excatly this... now I can only +1.
TPW is a team that works closely together on some maps, testing and feedback while some maps are only done by one single person without much teamwork. posts are always individual's posts.




The TPW maps are all really nice looking, but almost all of them share the same problems of running at what feels like half the framerate of the ladder maps and generally not being outstanding to play on. You can't win on looks alone.

well, to be honest, sometimes i have the impression i should do bad texturing do make people believe in a "hardcore" layout...

On November 10 2011 14:12 XRaDiiX wrote:
Show nested quote +
On November 10 2011 13:55 Quotidian wrote:
On November 10 2011 13:47 Toppp wrote:
TPW seems extremely butthurt coming into this thread and bashing other peoples maps. Hard to believe you can be that bad mannered when most of you're maps placed so highly.

yeah, I was surprised by what seemed like a collective effort on their part to be butthurt.
The TPW maps are all really nice looking, but almost all of them share the same problems of running at what feels like half the framerate of the ladder maps and generally not being outstanding to play on. You can't win on looks alone.


I'm not trying to be mean or anything but when i tested the TPW maps my framerate was significantly lower than playing normally on a Ladder map.
Sorry TPW Your maps are beautiful but my computer lagged like 15 fps on them only 30fps and above is acceptable....
I'm not sure what made the maps so laggy; i know my computers not the best and i play on low Graphics but my game never lags like that.
I'm hoping TPW can fix the Lag issue because their maps overall are really; well-done maps.


lags on the other hand really suck. may i ask if you had problems on Burning Altar and if yes, what is your system and settings like?
there should not be any lags on Burning Altar all caused by the map. so please let me know where and i tzry to fix it also for really low systems.

Hypatio
Profile Joined September 2010
549 Posts
November 10 2011 09:29 GMT
#376
Cloud
Haven
Ohana

Bring them on, please!
AvonMexicola
Profile Joined November 2011
Netherlands36 Posts
November 10 2011 09:32 GMT
#377
I am a longtime TL lurker, but I just had to make an account just so I was able to say that:
WAUW Ohana looks so beautifful it's mindblowing.
Thanks for IronManSC and TPW for creating such a pretty pretty map.
When I get home from work I am gonna try it out immediatly.

Life is unfair, kill yourself or get over it
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 10 2011 09:36 GMT
#378
Updated picture of Haven. Rumour has it that monitor is going to revert daggoth back to korhal.
Administrator~ Spirit will set you free ~
chocopaw
Profile Blog Joined May 2011
2072 Posts
November 10 2011 10:17 GMT
#379
This thread made me kinda curious: where is this "mapmaking scene" to be found? Do these teams have their own forums?
http://twitter.com/lechocopaw
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
November 10 2011 10:19 GMT
#380
On November 10 2011 18:36 Plexa wrote:
Updated picture of Haven. Rumour has it that monitor is going to revert daggoth back to korhal.


I assume timetwister didnt do the aestethics update himself, because my eyes arent puking anymore. This really makes this event feel alot less like a constest to me. People had plenty of time to make their maps, and after that people got even more time. Now that the contest has reached final stage third party representives come and change an entry because the original was considered too bad. This feels more like a community project to find a good map, than a contest between good map makers.
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