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WCG 2011 Grand Finals Maps - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
lefix
Profile Joined February 2011
Germany1082 Posts
November 26 2011 08:44 GMT
#41
i think it's kinda sad when a big tournament approaches some of the best mapmakers in the world and makes them rework some mediocre maps from medievil times instead of introducing some original new and better maps
they could have used at least 1 esv map
Map of the Month | The Planetary Workshop | SC2Melee.net
nebffa
Profile Blog Joined February 2009
Australia776 Posts
November 26 2011 08:45 GMT
#42
I love the texture changes
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
November 26 2011 08:47 GMT
#43
No, these maps are just wrong. You can't keep those names and change the tileset to something completely different. It totally violates the meaning of those names.
Someone call down the Thunder?
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-11-26 08:55:13
November 26 2011 08:52 GMT
#44
On November 26 2011 17:24 Telcontar wrote:
So all you guys did was force cross spawns, add some neutral depots, replace the gold minerals, and paint it with new textures? I applaud the 2nd & 3rd changes, but I don't think forcing cross spawns was really necessary. You're basically saying zergs need all the help they can get on these maps, which is not true. Having close-air positions enabled gives players different strats & tactics to choose from, which is all gone now.

I also don't get why you gave the maps a makeover. I guess having something different to look at is always nice, but is that the only reason? Tal'Darim especially looks quite dark to me which I don't really like.

At least they're not using Xel'Naga Caverns. That's a good thing I guess.


In everything you are discussing "you guys" = "WCG".

We just did the changes as they wanted.

On November 26 2011 17:47 RaiKageRyu wrote:
No, these maps are just wrong. You can't keep those names and change the tileset to something completely different. It totally violates the meaning of those names.


Bel'Shir Beach, also I ran the maps past Blizz personally.

On November 26 2011 17:44 lefix wrote:
i think it's kinda sad when a big tournament approaches some of the best mapmakers in the world and makes them rework some mediocre maps from medievil times instead of introducing some original new and better maps
they could have used at least 1 esv map


I fought for it, but without community demand it's an uphill battle.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-11-26 09:40:28
November 26 2011 09:39 GMT
#45
Some retextures actually look pretty good (i like the Antiga Redux) but others just fell off - i especially dislike the texture changes on Shattered. Looks pretty random und dull. Meltage showed how you can combine Korhal pattern and gras - i don't like how it has been done here.

I also hate the forced cross - to some degree favors toss and on top of this might favor dumb cheese (because you'll always know where ur opponent is located). Would also be so much more awesome if you could have get one ESV map in it

Maybe next time :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
November 26 2011 09:53 GMT
#46
On November 26 2011 17:52 Diamond wrote:
Show nested quote +
On November 26 2011 17:24 Telcontar wrote:
So all you guys did was force cross spawns, add some neutral depots, replace the gold minerals, and paint it with new textures? I applaud the 2nd & 3rd changes, but I don't think forcing cross spawns was really necessary. You're basically saying zergs need all the help they can get on these maps, which is not true. Having close-air positions enabled gives players different strats & tactics to choose from, which is all gone now.

I also don't get why you gave the maps a makeover. I guess having something different to look at is always nice, but is that the only reason? Tal'Darim especially looks quite dark to me which I don't really like.

At least they're not using Xel'Naga Caverns. That's a good thing I guess.


In everything you are discussing "you guys" = "WCG".

We just did the changes as they wanted.

And I meant WCG when I said it. I wish they would consider adding at least 1 new map to the pool. There's plenty of time until the finals for the participants to practice on a new map and become familiar with it. I'm quickly getting bored seeing the same maps in every tournament. I guess that might have to do with the frequency of SC2 events more than anything else, but still.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 26 2011 10:09 GMT
#47
i hope this crossspawn only disease soon dies out, makes "4 player"maps look like badly made 2 player maps even more. I understand the golds, since they will break every player the neck if they ever fall behind and get contained. (the early game problems toss have against golds can be fixed with rocks ).
So the changes are more to make the games longer and more awesome, removing golds is good for allowing comebacks (though i would have loved to see a terran lift their main as soon as they had a contain on antiga xD). But the crossspawns works against good games.

Anyway desert map !!! great job on the retexturing esv team ^.^ , i like meta alot. Shattered is also cool. winter is coming <3
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
Last Edited: 2011-11-26 10:35:58
November 26 2011 10:34 GMT
#48
edit : nvm was fixed
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2011-11-26 10:37:22
November 26 2011 10:35 GMT
#49
I have to agree that they look nice, good work on that guys, but I am also not happy with the WCG choice on cross spawns only. I think that the issue is not the game itself as some people. Only in severe cases, like Metal close by ground, do I think it is needed. It seems like more and more the game is getting dumbed down for the players instead of forcing the players to up their skill and practice.
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
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
Last Edited: 2011-11-26 10:46:34
November 26 2011 10:45 GMT
#50
these changes look pretty dumb imo

edit: and essentially all of these maps are 2 player maps, there's something wrong for sure
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
November 26 2011 11:48 GMT
#51
On November 26 2011 17:44 lefix wrote:
i think it's kinda sad when a big tournament approaches some of the best mapmakers in the world and makes them rework some mediocre maps from medievil times instead of introducing some original new and better maps
they could have used at least 1 esv map


this T.T

Nice graphics btw, i like tal'darim a lot.
exeONEmaxi
Profile Joined July 2011
Ukraine10 Posts
November 26 2011 12:23 GMT
#52
When these map will flood the European server?
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 26 2011 12:38 GMT
#53
On November 26 2011 17:44 lefix wrote:
i think it's kinda sad when a big tournament approaches some of the best mapmakers in the world and makes them rework some mediocre maps from medievil times instead of introducing some original new and better maps
they could have used at least 1 esv map


100% agree, makes me cry

Also 4p maps with forced cross are just bad 2p maps! Especially the 4th/5th/6th (depends on map) that is the empty nat/main is just rly bad design for a map that's basically a 2p.

I hope prodiG did the Meta retexturing, absolute torture xD
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Zhul
Profile Joined February 2010
Czech Republic430 Posts
November 26 2011 12:40 GMT
#54
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.

Ye at some maps cross spawn is just pointless (TA). And on some maps there should be just no close spawn (Metal, Shakuras).
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 26 2011 13:32 GMT
#55
lol those maps names doesnt comfirm the location from the loreX_X (shakuras is the main plannet from the dts lol and it isnt dessert but looks cool) i hate the new valcano taldariam altar.
The harder it becomes, the more you should focus on the basics.
Samro225am
Profile Joined August 2010
Germany982 Posts
November 26 2011 14:56 GMT
#56
On November 26 2011 17:52 Diamond wrote:

In everything you are discussing "you guys" = "WCG".

We just did the changes as they wanted.


so the only thing you decided on and put time into was visuals? many esv maps look much better then these.

On November 26 2011 17:52 Diamond wrote:

Show nested quote +
On November 26 2011 17:44 lefix wrote:
i think it's kinda sad when a big tournament approaches some of the best mapmakers in the world and makes them rework some mediocre maps from medievil times instead of introducing some original new and better maps
they could have used at least 1 esv map


I fought for it, but without community demand it's an uphill battle.


let's hope the (imo:so-so) visuals gets some parts of the audience excited enough to ask for new maps. :/
guess that is the most the mapping community can get right now...
THM
Profile Joined November 2010
Bulgaria1131 Posts
November 26 2011 15:07 GMT
#57
Can these maps get any more zerg favored?
Garnet
Profile Blog Joined February 2006
Vietnam9016 Posts
November 26 2011 15:11 GMT
#58
On November 27 2011 00:07 THM wrote:
Can these maps get any more zerg favored?

Seriously. Play some TvZ before you remove close spawn on all maps!!!.
mordk
Profile Blog Joined November 2010
Chile8385 Posts
November 26 2011 15:13 GMT
#59
Forced cross spawns. Why would anyone make 4-player maps when cross spawns are forced on all of them? It's just sad
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2011-11-26 15:18:20
November 26 2011 15:17 GMT
#60
I think it's official now that Starcraft 2 mapping isn't going anywhere. Mappers that don't want to try new things because it *could* break the game, 4 player rotational maps a gogo, copies of already existing maps, mapping contests that reward little tweaks...

Ok changes were asked by the WCG but even the retexture is amateurish at best. Shattered temple's reskin is an insult to artists that make maps and don't get the coverage ESV gets. I can see where the guy clicked to place textures, there's not even a stroke it's a series of dots ! I would advise you to watch a few tutorials...
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