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WCG 2011 Grand Finals Maps

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-12-07 09:01:13
November 26 2011 01:45 GMT
#1
[image loading]

So WCG annouced this quite quietly but ESV worked hand and hand with WCG this year to make the Grand Final maps. They wanted their own unique versions and we think we came up with it. So since they are not published worldwide yet (in the process right now) I figured I'd show you guys the maps and the changes.

WCG Shakuras Plateau:
(Published under "WCG2011 GF Shakuras Plateau)

[image loading]
-Added supply depots at the bottom of each main ramp.
-Cross spawn positions only.
-Aesthetics redone to Mar Sara (Desert).

WCG Metalopolis:
(Published under "WGG2011 GF Metalopolis)

[image loading]
-Cross spawn positions only.
-Added supply depots at the bottom of each main ramp.
-High Yield Expansion changed to Normal Expansion.
-Some aesthetics changed to Tarsonis.
-Changed lighting to Daytime.
-Added the space shark in the center.

WCG Antiga Shipyard:
(Published under WCG2011 GF Antiga Shipyard)

[image loading]
-Cross spawn positions only.
-High Yield Expansion changed to Normal Expansion.
-Added supply depots at the bottom of each main ramp.
-Changed aesthetics to Castanar (Space Platform).

WCG Tal'Darim Altar:
(Published under WCG2011 GF Tal'Darim Altar)

[image loading]
-Cross spawn positions only.
-Tileset changed to Char (Volcanic).

WCG The Shattered Temple:

[image loading]
-Cross spawn positions only.
-High Yield Expansion changed to Normal Expansion.
-Added supply depots at the bottom of each main ramp.
-Tileset mixed.

They also had me write a team bio (which I guess was not used) so here it is if anyone is interested!

ESV Mapmaking Team Profile
+ Show Spoiler +

The ESV Mapmaking team is the very first Starcraft II mapmaking team ever. Created during the early beta on Starcraft II under the name iCCup (later changed to ESV). Since that time the ESV Mapmaking Team has shown they are the premiere mapmakers in the world. Including such notable maps as the highly successful Testbug, the ESV staff have worked with every top tournament in the world like MLG, ESL, TSL 3, IPL and many many more!

We have a great staff and here is some information on them:

Patrick "Diamond" Soulliere II: The creator and owner of the ESV Mapmaking Team, Diamond has had a fascination with maps from his first entry into the Starcraft: Brood War scene. Working with near daily with world-renowned
Starcraft caster Artosis on adding map information to Liquipedia, to now owning the very premiere map team, it has come full circle. While only having created one Starcraft: Brood War map in his life and none in Starcraft 2, Diamond has been able to spot the next big thing in maps from a long time out, most notably predicting the success of Testbug but also demanding the recreation and update of the new 2 player superstar map Sanshorn Mist AE. Most notably has been responsible of the re emergence of the PandaBearGuy and constantly tries to figure out how to work neutral invincible Battlecruisers that shoot Banelings into every map possible.

You can find him at: http://www.twitter.com/ESVDiamond

Josh "ProdiG" Folland: One of the first and longest standing members of the mapmaking community, ProdiG got his start making maps the day the map creator was released. He has been a driving force in custom competitive maps, and the ideas and concepts he has helped create will be integral parts of mapmaking for years to come in both 1v1 and 2v2. Some of ProdiG's highlight maps include Neo Enigma, Ithaca, and the 2v2 maps Citadel of Gaia. He hosts his own weekly mapmaking show, "Mapcraft: State of the Terrain" on ESV TV every week.

You can find him at: http://www.twitter.com/prodigsc

Peyton "Monitor" Levin: Very much like ProdiG, Monitor got his start in SC2 competitive mapmaking very early in the Starcraft II beta, and instantly became one of the most influential members of the mapmaking community. Originally starting under his own team, Monitor and his staff joined the ESV Mapmaking Team very early on. Since the two teams merged, the result has been amazing. Monitor is a man of many hats, and although his maps are always great, it's what he does behind the scenes that makes him a superstar. Monitor connects all the teams, gives advice to mapmakers of all skill levels on the Teamliquid.net forums, and is a very important piece of the puzzle that is the ESV Map Team. His notable maps include TL Map Contest Finalist Korhal Compound, Pawn RE, and Sungsu Crossing AE.

You can find him at: http://www.twitter.com/esv_monitor

Philippe "Superouman" CWIK: Superouman is easily the driving force behind Non-Korean mapmaking, and the most successful Non-Korean mapmaker on the planet for SC2. His work has been featured by major organizations as far back as Starcraft: Brood War and his success in SC2 has been unparalleled. He is the creator of the map that broke every boundary for mapmaking Testbug, which helped usher in a new era of map design, thought, and texturing. Testbug went on to be used in roughly 1,000 professional SC2 games across the globe in 2011, and heading into 2012 he already has Sanshorn Mist AE and Cloud Kindgdom, finalists in the IPL and TL mapmaking contests (respectively). Every map he releases is a work of art, and almost unarguably very ahead of it's time. For consistent quality, no one comes close to the works of art Superouman creates.

You can find him at: http://www.twitter.com/esv_superouman

George "G.Wen" Wen: G.Wen is one of the crew originally brought over with Monitor, and has proven to be a very talented mapmaker. Often pushing the boundaries of map design and layout, his map have been a quiet storm. Hailing from Toronto, Ontario G.Wen is a Mid-Level Masters Random player on the US server. One of his notable maps is Empress Marsh.

You can find him at: http://www.twitter.com/esvgwen

Vilberg "Grebliv" Kristinsson: Grebliv like all the other before, started very early in the Starcraft II Beta and recently has really hit his stride. Sancturary, Grebliv's most recent map is a TL Map Contest Finalists and looks to be one of the very best 3 player maps ever since Testbug. He also recently remade the BW Map, Othello into it's new Othello AE version. Coming from Iceland, he quietly is becoming one of the most skilled and accomplished mapmakers in the world. You can find him lurking around the Teamliquid.net Cusotm Maps forum.

Albert "Neobowman" Jung: Neobowman is a long time mapmaker, that much like Grebliv has enjoyed a great amount of recent success. He was the one responsible for the fan favorite Katrina AE, and also has come up with the recent hit, Bardiche. Neobowman also created the most underrated map of all time, Starlight Breaker. The sole member of the ESV Mapmaking Team of Korean descent, he currently resides in Canada, and brings many new ideas and concepts to both the ESV Mapmaking Team, but also the community as a whole. Also the original creator of the Space Shark.

You can find him at: http://www.twitter.com/neobowman

Alec "Timetwister22" Cooper: The most recent addition to the ESV Mapmaking Team, Timetwister is a bit of a mapmaking phenom. His very first map he ever created is a finalist in the TL Mapmaking Contest, beating out hundreds of other maps made by mapmakers with MUCH more experience. His talent was recognized and he was added very quickly after. The map Haven's Lagoon is the TL Mapmaking Contest Finalist, and could easily make it into the Blizzard ladder on his very first map. Timetwister is now more active on the Teamliquid.net Custom Maps Forum.

You can find him at: http://www.twitter.com/greenlink22

Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 26 2011 02:27 GMT
#2
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...
Moderatorshe/her
TL+ Member
monitor
Profile Blog Joined June 2010
United States2404 Posts
November 26 2011 02:32 GMT
#3
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Actually the texture changes are just to spice up some of the games. It isn't a big change, but it will provide a unique feeling to the maps despite how long most of them have been in tournament use.

And removing the gold bases isn't necessarily a bad thing- every tournament is starting to do it because they benefit Terran more than other races in every matchup (because they're mineral starved instead of gas starved), and are too easy for Zerg to take vs. a fast expanding Protoss.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Phemtos
Profile Joined May 2011
Canada163 Posts
November 26 2011 02:32 GMT
#4
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Most competitive tournaments have removed gold base already because it can become quite unbalance when a terran players spam mule onto it.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 26 2011 02:34 GMT
#5
On November 26 2011 11:32 monitor wrote:
Show nested quote +
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Actually the texture changes are just to spice up some of the games. It isn't a big change, but it will provide a unique feeling to the maps despite how long most of them have been in tournament use.

And removing the gold bases isn't necessarily a bad thing- every tournament is starting to do it because they benefit Terran more than other races in every matchup (because they're mineral starved instead of gas starved), and are too easy for Zerg to take vs. a fast expanding Protoss.

Taking a second look at the maps, I think that you are mostly right, but the aesthetic changes honestly make the map look worse than it initially was.
Moderatorshe/her
TL+ Member
Modernist
Profile Joined March 2011
United States89 Posts
Last Edited: 2012-04-08 00:57:53
November 26 2011 02:44 GMT
#6
vileChAnCe
Profile Blog Joined May 2010
Canada525 Posts
November 26 2011 02:52 GMT
#7
Don't listen to that guy, everything you've done is in extremely good taste. From a high level player perspective and as a spectator changes like this should be embraced!!

No gold and cross positions is fucking beautiful! One of the only changes I would have considered would be to take away the rocks guarding the gold on Shattered Temple as they are kind of redundant at this point.
Day[9] i've broken 6 mice, 5 keyboards, 3 pairs of headphones, and a mousepad, all from raging after starcraft losing streaks
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 26 2011 02:52 GMT
#8
Looks good guys! How long did it all take? o.O
Comprehensive strategic intention: DNE
Goldbullet
Profile Joined August 2011
United States88 Posts
November 26 2011 02:53 GMT
#9
cross positions only on every map now that something different. More zerg minded maps when having cross positions and no gold bases..
may your plans be as dark and impenetrable as night, and when u move, fall like a thunderbolt.- Sun Tzu
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
November 26 2011 02:57 GMT
#10
Tal'Darim looks AWFUL, but the rest look pretty good. It'll be cool to watch these maps we're so familiar with be so different.
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 26 2011 03:08 GMT
#11
On November 26 2011 11:32 monitor wrote:
Actually the texture changes are just to spice up some of the games.


Looks more distracting than spicy.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
rauk
Profile Blog Joined February 2009
United States2228 Posts
November 26 2011 03:11 GMT
#12
haven't terran winrates actually skyrocketed with the removal of gold bases on antiga?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 26 2011 03:37 GMT
#13
When all spawns are forced cross, you know there is something wrong with the game.
Administrator~ Spirit will set you free ~
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 26 2011 04:20 GMT
#14
I like the changes. O.O
if happy ever afters did exist <3 @watamizu_
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-26 04:23:38
November 26 2011 04:23 GMT
#15
Don't like this, the tileset is as iconic if not moreso than the map itself, changing it while keeping the map doesn't make a lot of sense and would only confuse players as to whether it's the same map or not. It cheapens the whole thing imo.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-11-26 04:25:56
November 26 2011 04:24 GMT
#16
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.

Yes, unfortunately.
That is why I make 2 player maps :/
Edit: And do you really need cross positions on tal'darim? Because the close positions are long enough...
Moderatorshe/her
TL+ Member
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 26 2011 04:25 GMT
#17
I don't quite agree with the re-texturing of old maps, in particular I downright hate the new Tal'Darim and Shakuras. Tal'Darim just looks bad and Shakuras had its own unique fibe due to the lighting and the shakuras tileset. Also Shattered Temple middle looks extremely boring visually.

However what I disagree with the most is with forcing cross spawns on every map. I can understand it being necessary on say 4 spawn rotational maps, since the nature of them means one side might have a slight edge due to how the rotation works. However on maps like Metal, Shakuras and Shattered there is no reason to remove close by air.

Close by air encourages some more different approaches to the game and involves different strategies and tactics, drop play and air harass is more popular which can also lead to more diverse games.
Its also interesting to see how players adapt their strategies to close by air or cross spawn maps.

By forcing cross spawn you're basically cutting out tons of fun and potentially spectacular strategies and plays. Cloaked banshee play, early drop play, stargate pressure etc

I really wish we'd let the meta-game play out more before committing to such rash action.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 26 2011 04:27 GMT
#18
On November 26 2011 13:25 Destructicon wrote:
I don't quite agree with the re-texturing of old maps, in particular I downright hate the new Tal'Darim and Shakuras. Tal'Darim just looks bad and Shakuras had its own unique fibe due to the lighting and the shakuras tileset. Also Shattered Temple middle looks extremely boring visually.

However what I disagree with the most is with forcing cross spawns on every map. I can understand it being necessary on say 4 spawn rotational maps, since the nature of them means one side might have a slight edge due to how the rotation works. However on maps like Metal, Shakuras and Shattered there is no reason to remove close by air.

Close by air encourages some more different approaches to the game and involves different strategies and tactics, drop play and air harass is more popular which can also lead to more diverse games.
Its also interesting to see how players adapt their strategies to close by air or cross spawn maps.

By forcing cross spawn you're basically cutting out tons of fun and potentially spectacular strategies and plays. Cloaked banshee play, early drop play, stargate pressure etc

I really wish we'd let the meta-game play out more before committing to such rash action.

I completely agree.
Also, if they are going to edit the maps in the first place, they could at least fix the positional imbalance in Shattered and Metalopolis.
Moderatorshe/her
TL+ Member
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 26 2011 04:40 GMT
#19
Wow, please tell me those maps look 10x better ingame than on the overview.

Nice thing though to see that they involve the community. Too bad you couldn't persuade them to kick meta from the pool
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
blabber
Profile Blog Joined June 2007
United States4448 Posts
November 26 2011 04:50 GMT
#20
they should just rename the maps... Shakuras is not in a desert, and Tal'Darim is not a volcano
blabberrrrr
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-11-26 04:54:32
November 26 2011 04:53 GMT
#21
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good
windsupernova
Profile Joined October 2010
Mexico5280 Posts
November 26 2011 04:57 GMT
#22
Cool changes. I mean not something groundbreaking but at least will bring some variety to the old maps. Although I do think that cross pos only in Taldarim was a little bit of overkill.
"Its easy, just trust your CPU".-Boxer on being good at games
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 26 2011 05:11 GMT
#23
look good. Great job guys. I mean, Bel'shir Beach was changed to a different style to work with the seasons, why not change up these maps to bring some more spice to them.

I do think some of the maps don't have to be forced cross positions though, but /shrug, it's not that bad either way.
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.
Ruscour
Profile Blog Joined April 2011
5233 Posts
November 26 2011 05:14 GMT
#24
It is IMPOSSIBLE to make a good looking lava map in SC2, unfortunately

Renaming the maps makes sense for lore but pro players would get confused and those guys get cranky pretty quick over pretty small things, so there's no way they'll do it.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
November 26 2011 05:47 GMT
#25
I agree the new look is quite nice but was it worth it? what's the point ? o.o

Also the depot thing makes sense, not sure if I like cross only on metal... especially since they took out the gold, too. Terran has a slightly higher win rate vs Zerg on there which can probably be helped a bit by removing the gold, but making it cross as well? not sure about that. It might make it even harder for PvZ.

On another hand, I like the generally brighter maps
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
November 26 2011 05:57 GMT
#26
Woah, feels really bizarre, specially Tal'darim/Shakuras though, I think this is a kinda cool thing though... but I don't really see why every map needs to be cross spawn....
jnkw
Profile Joined November 2010
Canada347 Posts
Last Edited: 2011-11-26 06:02:59
November 26 2011 06:01 GMT
#27
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


Heart of the Swarm's constructable rocks will fix it, never fear.

On topic: The map changes give them a fresh feel -- I'm sure it'll be nice to see when spectating!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-11-26 06:11:20
November 26 2011 06:04 GMT
#28
On November 26 2011 13:53 emc wrote:
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good


I agree, but that would totally fuck up the way the map is played lol. I think they should have kept that as a gold, it was fine =/


On November 26 2011 15:01 jnkw wrote:
Show nested quote +
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


Heart of the Swarm's constructable rocks will fix it, never fear.

On topic: The map changes give them a fresh feel -- I'm sure it'll be nice to see when spectating!



Haha. Well maps are part of the game Plexa, so I think it's better just to say if there's something wrong with the "game", it can be safely fixed by the maps! :D

Either that or there is something wrong with the rules... lol


On November 26 2011 14:57 Adebisi wrote:
Woah, feels really bizarre, specially Tal'darim/Shakuras though, I think this is a kinda cool thing though... but I don't really see why every map needs to be cross spawn....



Wow wtf, I thought it was only metal. Well I don't have too much of a problem with cross spawn only, it'll give us more epic games hopefully, but I think it would be more balanced otherwise =/

Omg lol even tal'darim is cross...

Well, with all the golds gone, I hope Zerg won't be over-favored =/
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Tweleve
Profile Joined March 2011
United States644 Posts
November 26 2011 06:11 GMT
#29
I wouldn't mind having these tileset options on the ladder, as long as the actual maps are 100% the same
(╯°□°)╯︵ ┻━┻
jnkw
Profile Joined November 2010
Canada347 Posts
November 26 2011 06:23 GMT
#30
On November 26 2011 15:04 Yoshi Kirishima wrote:
Show nested quote +
On November 26 2011 13:53 emc wrote:
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good


I agree, but that would totally fuck up the way the map is played lol. I think they should have kept that as a gold, it was fine =/


The issue with removing the rocks on that third (even if non-gold) is it makes it ridiculously easy for Zerg to get a quick 3rd, since it's so close to the natural. It's sure to be a controversial issue, but I think the mapmakers ultimately made the right choice here.
Veritas.13
Profile Joined August 2010
United States48 Posts
November 26 2011 06:34 GMT
#31
I like this, who doesnt love the new snow belshir beach? Let the maps change over time at least this is changing something in the map pool...
"I rage a path of destruction across the open battlescarred fields of Battlenet."
Taefox
Profile Joined March 2010
1533 Posts
November 26 2011 06:38 GMT
#32
Everything is good but texture changes and force cross spawn every maps is awful
@taefoxy
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
November 26 2011 06:46 GMT
#33
zerg will do very welll in this... force cross spawns is ridiculous on metal and shatered...
Terran Metal for the Win
butter
Profile Blog Joined July 2009
United States785 Posts
November 26 2011 06:48 GMT
#34
So is the short cross possible as well as the long cross on Shakuras?
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Tamagoyaki
Profile Joined April 2011
United States7 Posts
November 26 2011 07:59 GMT
#35
wat positional imbalance is there for shattered and metalopolis for cross position?
Solo Operative, Right?
DeepBlu2
Profile Blog Joined April 2004
United States975 Posts
Last Edited: 2011-11-26 08:02:54
November 26 2011 08:01 GMT
#36
I like some of the changes but I don't see the point of changing the textures, backgrounds, and just graphical designs of the map. It really only adds negative effects for the players. I also think some of the changes are zerg favored, coming from a random player. One thing I don't like is forced cross-spawns on Tal'darim.
u gotta sk8
DivinitySC2
Profile Joined July 2011
United States244 Posts
November 26 2011 08:15 GMT
#37
The new textures are a mess, everything else was done well.
To Iterate is Human, to Recurse, Divine
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
Last Edited: 2011-11-26 08:24:58
November 26 2011 08:24 GMT
#38
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.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
November 26 2011 08:24 GMT
#39
I find the new textures more distracting than appeasing. Sure, it will give us observers a new 'feel' but to the players, it's more distracting than anything else.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
November 26 2011 08:25 GMT
#40
I always thought that Metalopolis is very zerg favored map, now that you removed gold IMO the map is compleatly broken.
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...
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2011-11-26 15:22:45
November 26 2011 15:17 GMT
#61
On November 26 2011 11:32 monitor wrote:
Show nested quote +
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Actually the texture changes are just to spice up some of the games. It isn't a big change, but it will provide a unique feeling to the maps despite how long most of them have been in tournament use.

And removing the gold bases isn't necessarily a bad thing- every tournament is starting to do it because they benefit Terran more than other races in every matchup (because they're mineral starved instead of gas starved), and are too easy for Zerg to take vs. a fast expanding Protoss.


On the other hand the geysirs on the fourth, fifth and sixth bases benefit P and Z more than Terran because you don't really have any use for that gas. I don't mind getting rid of gold bases but they should also limit the amount of gas you can mine in total.

I don't really like that those maps are cross position only on some of the biggest maps currently used for tournament play. Doesn't feel like a well balanced map pool.
I want to be with those who share secret things or else alone.
Arco
Profile Joined September 2009
United States2090 Posts
November 26 2011 15:24 GMT
#62
Certain tilesets can be harder on the eyes than others. I believe they changed El Nino in BW to a different tileset because of progamers complaining about it.

Great initiative by WCG, though. Glad to see they've spiced it up a little bit, and all the standard tournament balance changes are intact.

Oh, and OGN casters + SC2 = $$$. Can't wait to see what the future holds.
MorroW
Profile Joined August 2008
Sweden3522 Posts
November 26 2011 15:45 GMT
#63
only cross pos i like :DD
Progamerpls no copy pasterino
Micket
Profile Joined April 2011
United Kingdom2163 Posts
November 26 2011 15:52 GMT
#64
Glad to see some more 2 player maps integrated into the map pool
Number_J
Profile Joined August 2011
United States25 Posts
November 26 2011 15:56 GMT
#65
Me like.
‎"A goal is not always meant to be reached, it often serves simply as something to aim at." -Bruce Lee
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
November 26 2011 15:58 GMT
#66
Lore issues aside (really?), I like the retexturing. It makes it obvious which version is the WCG version. It looks different. I'd still like more unique maps, though.

Cross-only on Tal'Darim, though? Was this a problem?
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 26 2011 16:58 GMT
#67
So basically all you did was ... retexture?
lol
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 26 2011 17:05 GMT
#68
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


I don't think its an issue with the game ... more of babying the players
starleague forever
vaderseven
Profile Joined September 2008
United States2556 Posts
November 26 2011 17:10 GMT
#69
Love the refreshing approach with new looks.

Hate the cross spawns only on 4 player map after 4 player map. That was not needed on every map imho.
juked
Profile Joined May 2010
United States691 Posts
November 26 2011 17:30 GMT
#70
ugh only cross and whats with the aesthetics change.

Was any of this really necessary? Couldn't they just stick with the consensus of all other leagues (GSL, MLG, Dreamhack).
IGotPlayguuu
Profile Joined June 2011
Italy660 Posts
November 26 2011 18:35 GMT
#71
Graphics are nice( especially shakuras), but , like other people said, mapmakers really need to start making some new maps.
Hell, they don't have to be so afraid, if the map is imba then it will be removed from pools, but at least you learnt something new about map making. Hell, in BW some maps (longinus iirc) was freakin t favored in tvz and still was used in a MSL. Next MSL, when they understood it wasn't a balaanced map, they removed it and created a new map. In bw strategies and trends were heavily influenced by maps. At the moment i really don't feel like map are influencing SC2 strategies/metagaming.
BW |JaeDong|Bisu|FBH|BeSt| SC2 |MC|DRG|MMA|TLO|HuK|July|ClouD| ||| Boxer best player ever! ||| "HuK never use penix" ||| I <3 SeleCT ||| GO Space! ||| Nerf Roach! |||
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-11-26 19:07:19
November 26 2011 19:06 GMT
#72
On November 27 2011 03:35 IGotPlayguuu wrote:
Graphics are nice( especially shakuras), but , like other people said, mapmakers really need to start making some new maps.
Hell, they don't have to be so afraid, if the map is imba then it will be removed from pools, but at least you learnt something new about map making. Hell, in BW some maps (longinus iirc) was freakin t favored in tvz and still was used in a MSL. Next MSL, when they understood it wasn't a balaanced map, they removed it and created a new map. In bw strategies and trends were heavily influenced by maps. At the moment i really don't feel like map are influencing SC2 strategies/metagaming.


only a few players actually create strategies for the maps. But maps are starting to be more then 4 bases per start posi and an open field, so i think we are on a good way for tournaments. Also i think there are quiet alot maps for sc2, but tournaments just stick with the save ones more then they did in bw. Mostly because players don't complain about the fan favorites even if they are imba, like meta for example.
monitor
Profile Blog Joined June 2010
United States2404 Posts
November 26 2011 19:21 GMT
#73
On November 27 2011 04:06 FeyFey wrote:
Show nested quote +
On November 27 2011 03:35 IGotPlayguuu wrote:
Graphics are nice( especially shakuras), but , like other people said, mapmakers really need to start making some new maps.
Hell, they don't have to be so afraid, if the map is imba then it will be removed from pools, but at least you learnt something new about map making. Hell, in BW some maps (longinus iirc) was freakin t favored in tvz and still was used in a MSL. Next MSL, when they understood it wasn't a balaanced map, they removed it and created a new map. In bw strategies and trends were heavily influenced by maps. At the moment i really don't feel like map are influencing SC2 strategies/metagaming.


only a few players actually create strategies for the maps. But maps are starting to be more then 4 bases per start posi and an open field, so i think we are on a good way for tournaments. Also i think there are quiet alot maps for sc2, but tournaments just stick with the save ones more then they did in bw. Mostly because players don't complain about the fan favorites even if they are imba, like meta for example.


Tournaments stick to GSL/Ladder maps because:
-Players will only want to play in tournaments on maps that they know
-Players almost exclusively practice on ladder maps or GSL maps
-GSL seems to only use korean maps from LS and JackyPrime
-Good Ladder maps do not rotate often; the ones that do are too bad to be used (abyssal caverns, searing crater, etc.)
-No major tournament is willing to risk trying untested maps because it could cause many more problems than benefit

So basically you can't just ask foreigners to 'make new maps'. We are. The issue has nothing to do with mapmakers, it has to do with the structure of Starcraft 2 right now. If you want to seriously do something about it, I think one of the only things the community can do is to push or petition for new maps in foreign tournaments. But complaining to mapmakers is definitely not the place to do it [note: I'm not directing this comment at anybody lol].
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-11-27 02:21:12
November 26 2011 20:00 GMT
#74
On November 27 2011 04:21 monitor wrote:
-GSL seems to only use korean maps from LS and JackyPrime


This is the important part. The GSL uses one of the most closed off systems ever (only Prime maps) and refuses to accept any foreign maps. Gisado claims it's because we don't speak Korean but when I tweeted him in Korean that I have a translator and he could email me in Korean he never replied.

So if you guys are sick of these maps, do something. Ask Gisado, Mr Chae or whomever for foreign maps.

It's really maddening to get hated on for re skinning these maps when there is such a lack of demand for new maps that it won't happen.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
SirDuke
Profile Joined October 2010
United States239 Posts
November 26 2011 20:04 GMT
#75
that is the most bad ass looking tal'darim ever. i like the tileset changes, will defiantly spice things up for the viewers. idk how i feel about the no golds but i think it will still make for a fun tourney to watch
Wanna turn up the heat?
Zeon0
Profile Joined September 2010
Austria2995 Posts
November 26 2011 20:06 GMT
#76
On November 27 2011 00:45 MorroW wrote:
only cross pos i like :DD

i shouldn't, if you dont win WCG people will tell you you suck cause you didnt win even with imba zerg maps^^
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 26 2011 20:06 GMT
#77
--- Nuked ---
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
November 26 2011 23:21 GMT
#78
actually i just remembered one VERY bad thing about the new tilesets, etc.

Some players and professionals especially can rely on the graphical cues to show them where to put their buildings... if you're redoing all that, then they'll have to relearn, adapt, etc. or whatever. It's not going to be good =/ Imagine when you're trying to FFE on a map, and you're not sure where to put the Pylon, and fumble for a few seconds trying to measure it out.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
November 26 2011 23:52 GMT
#79
Meh removing gold and forcing cross on Taldarim is kinda lame, but the texture changes are SEXY <3
133 221 333 123 111
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
November 26 2011 23:57 GMT
#80
Shattered Temple is the only one I really don't like.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
November 27 2011 01:16 GMT
#81
Huh wtf

Unnecessary cross position forcing(most of the time, you only need to force non-close. Why force cross on Shakuras and TDA?)

Aesthetic changes were fine until TDA imo. Most of them looked more bright - better to watch - but TDA Char tileset is retarded.

I also don't like the idea of all maps being non-gold, but it's at least acceptable.

Overall, many unnecessary changed.
♥ The world needs more hearts! ♥
chesshaha
Profile Joined March 2010
United States1117 Posts
November 27 2011 01:39 GMT
#82
Cool, now at least we know the map pool is not bad.

I think I'll enjoy the change of tile set styles in a spectator point of view, not sure how much trouble will it be for the players.
"Hopefully you're not the real TLO so it's not casted" - SpecialK
setzer
Profile Joined March 2010
United States3284 Posts
November 27 2011 03:01 GMT
#83
It'd be nice if we could enjoy four player maps that had every spawn position be viable, like in BW. If the maps are truly a problem where we need to butcher them just to make it playable, they need to be removed.
Steglich
Profile Joined September 2011
Denmark282 Posts
November 27 2011 04:18 GMT
#84
On November 27 2011 10:16 Zephirdd wrote:
Huh wtf

Unnecessary cross position forcing(most of the time, you only need to force non-close. Why force cross on Shakuras and TDA?)

Aesthetic changes were fine until TDA imo. Most of them looked more bright - better to watch - but TDA Char tileset is retarded.

I also don't like the idea of all maps being non-gold, but it's at least acceptable.

Overall, many unnecessary changed.

I guess it is cross on Shakuras Plateau because that they might want it to go split/split on expo's, which I like.
TDA has some map imbalances, judging by where you spawn. It can sometimes be hard to expand to your normal fourth if you got the "bad" position. That is a couple of reasons at least.
Warpath
Profile Joined April 2010
Canada1242 Posts
November 27 2011 04:35 GMT
#85
Must suck to be approached to load a pre-existing map, click a button to change the tileset, plop down 4 neutral depots, and adjust spawn positions.

I hope at some point we can have BW style map systems where they are consistently changing from league to league and season to season.
monitor
Profile Blog Joined June 2010
United States2404 Posts
November 27 2011 04:48 GMT
#86
On November 27 2011 13:35 Warpath wrote:
Must suck to be approached to load a pre-existing map, click a button to change the tileset, plop down 4 neutral depots, and adjust spawn positions.

I hope at some point we can have BW style map systems where they are consistently changing from league to league and season to season.


We did much more than click a button to change the tileset :p I hope in the future new maps can be introduced too though!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
TheDougler
Profile Joined April 2010
Canada8304 Posts
November 27 2011 05:30 GMT
#87
On November 26 2011 15:04 Yoshi Kirishima wrote:
Show nested quote +
On November 26 2011 13:53 emc wrote:
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good


I agree, but that would totally fuck up the way the map is played lol. I think they should have kept that as a gold, it was fine =/


Show nested quote +
On November 26 2011 15:01 jnkw wrote:
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


Heart of the Swarm's constructable rocks will fix it, never fear.

On topic: The map changes give them a fresh feel -- I'm sure it'll be nice to see when spectating!



Haha. Well maps are part of the game Plexa, so I think it's better just to say if there's something wrong with the "game", it can be safely fixed by the maps! :D

Either that or there is something wrong with the rules... lol


Show nested quote +
On November 26 2011 14:57 Adebisi wrote:
Woah, feels really bizarre, specially Tal'darim/Shakuras though, I think this is a kinda cool thing though... but I don't really see why every map needs to be cross spawn....



Wow wtf, I thought it was only metal. Well I don't have too much of a problem with cross spawn only, it'll give us more epic games hopefully, but I think it would be more balanced otherwise =/

Omg lol even tal'darim is cross...

Well, with all the golds gone, I hope Zerg won't be over-favored =/



All cross spawns. Mostly very open maps. No gold bases.

I've never said this before in my life but this tournament looks damn good for zerg...
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)
Vehemus
Profile Joined November 2010
United States586 Posts
November 27 2011 05:59 GMT
#88
After playing the Shattered Temple tileswap, it's extremely appealing.
This space for rent.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-11-27 06:30:39
November 27 2011 06:29 GMT
#89
TBH with all cross spawns on every map, and no gold, why do you even need the depot blocking the ramp? xD

Perhaps we should contact ESV and let them know what we think. But they'll probably check here too i guess.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
JL_GG
Profile Joined March 2010
Canada249 Posts
November 27 2011 06:49 GMT
#90
looks so bad ><
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-11-27 07:17:59
November 27 2011 07:17 GMT
#91
On November 27 2011 05:00 Diamond wrote:
Show nested quote +
On November 27 2011 04:21 monitor wrote:
-GSL seems to only use korean maps from LS and JackyPrime


This is the important part. The GSL uses one of the most closed off systems ever (only Prime maps) and refuses to accept any foreign maps. Gisado claims it's because we don't speak Korean but when I tweeted him in Korean that I have a translator and he could email me in Korean he never replied.

So if you guys are sick of these maps, do something. Ask Gisado, Mr Chae or whomever for foreign maps.

It's really maddening to get hated on for re skinning these maps when there is such a lack of demand for new maps that it won't happen.


The entire map making situation is retarded, yes. But per this thread, what really did you expect ... all you did was retexture the maps. What is so special about that? What exactly are you looking for here?
starleague forever
Kcheddar
Profile Joined June 2011
United States21 Posts
November 27 2011 07:36 GMT
#92
I think the maps could be pretty cool to be honest. I do feel that cross spawn only on Tal Darim is kind of dumb since distances are pretty big.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 27 2011 07:41 GMT
#93
On November 27 2011 15:29 Yoshi Kirishima wrote:
TBH with all cross spawns on every map, and no gold, why do you even need the depot blocking the ramp? xD

Perhaps we should contact ESV and let them know what we think. But they'll probably check here too i guess.


It's WCG's call and they wanted it.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37017 Posts
November 27 2011 08:42 GMT
#94
TDA space would've looked sexy.

All the other maps? Looks fine, can't wait to see the games being played.

Forced cross positions? Meh...... it is what it is.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
S2Lunar
Profile Joined June 2011
1051 Posts
Last Edited: 2011-11-27 09:57:49
November 27 2011 09:56 GMT
#95
I realize it was WCG's call, not ESV's, but none of these changes make sense to me. I don't feel it was necessarily to change the textures at all, they actually look quite a bit worse visually now in my opinon... and why is Tal Darim force cross spawn? That map isn't imbalanced in any positions, always cross spawns on Tal'Darim is going to favor Zerg every game on that map.
Asha
Profile Blog Joined November 2010
United Kingdom38200 Posts
November 27 2011 12:40 GMT
#96
Forced cross pos on Meta, Tal'Darim, and Shattered >___<

I don't really get the need to retexture everything either, but I guess if that's what WCG wants ><
nathangonmad
Profile Joined September 2010
United Kingdom317 Posts
November 27 2011 12:53 GMT
#97
On November 27 2011 21:40 Asha` wrote:
Forced cross pos on Meta, Tal'Darim, and Shattered >___<

I don't really get the need to retexture everything either, but I guess if that's what WCG wants ><


Atleast there isn't an island map.
Keep trying Leenock
Andreas
Profile Blog Joined January 2011
Norway214 Posts
November 27 2011 14:02 GMT
#98
I love all the changes! I was a bit worried when I saw WCG using ladder maps in the Korean qualifier, but these changes seem good.

It is sad that they didn't choose to use some of the GSL maps which actually are balanced for all spawns, but this, I think, strikes a balance between familiarity (thanks to ladder) and balance. I'll definitely be using these in the future.
Mithriel
Profile Joined November 2010
Netherlands2969 Posts
November 27 2011 14:28 GMT
#99
Quite cool looking maps, wouldn't mind them on ladder for a change of scenery.

Also watch out for le space shark on metalopolis.
There is no shame in defeat so long as the spirit is unconquered. | Cheering for Maru, Innovation and MMA!
Nocteo
Profile Joined December 2010
Belgium799 Posts
November 27 2011 14:31 GMT
#100
On November 26 2011 11:57 Jedclark wrote:
Tal'Darim looks AWFUL, but the rest look pretty good. It'll be cool to watch these maps we're so familiar with be so different.


Exactly my thoughts.
Klaxon
Profile Joined January 2011
Canada34 Posts
November 27 2011 19:51 GMT
#101
I don't understand only having cross positions, it makes games less interesting. Having close air, close ground and cross positions make it possible to have different strategies depending on the starting position. It's not like any of the maps had serious problems with other positions enabled, other than close ground for shattered temple. The texturing looks fine except for Tal'Darim.
InsidiA
Profile Blog Joined August 2011
Canada1169 Posts
November 27 2011 21:43 GMT
#102
I like all of them but Tal'Darim looks a bit extreme.
GraphicsInsidiA | StarCraft 2 Manager for Team eLevate | Graphic Designer for Red Bull eSports & HTC | @iamjasonpun
Yaki
Profile Joined April 2011
France4234 Posts
November 27 2011 22:08 GMT
#103
lol what is the point of these changes ?
MC ■ MarineKing ■ LosirA ■ To someone who has lost after trying his best, no words from the winner can console him.
Amlitzer
Profile Joined August 2010
United States471 Posts
November 27 2011 22:51 GMT
#104
I really like the altered aesthetics of the maps, but Lost Temple leaves a lot to be desired. I would even argue that the original Shattered Temple looks better than the ESV version. I would recommend you either texture it a little more, or an even better choice would be to use a different texture set, I recommend the desert oasis tile set personally.
"Not even justice, I want to get truth!"
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-11-27 23:06:30
November 27 2011 23:05 GMT
#105
We have heard the feedback everyone and will re do Tal'Darim totally and also look to spruce up ST. Orginally these were to be used in WCG Korea and we had all (iirc) 36 hours notice so I admit we could have done better. Will post updates when we have them.

On November 28 2011 07:08 Yaki wrote:
lol what is the point of these changes ?


WCG likes to be different.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Amlitzer
Profile Joined August 2010
United States471 Posts
November 27 2011 23:18 GMT
#106
On November 28 2011 08:05 Diamond wrote:
We have heard the feedback everyone and will re do Tal'Darim totally and also look to spruce up ST. Orginally these were to be used in WCG Korea and we had all (iirc) 36 hours notice so I admit we could have done better. Will post updates when we have them.

Show nested quote +
On November 28 2011 07:08 Yaki wrote:
lol what is the point of these changes ?


WCG likes to be different.

I'm glad you listen to the community, but I don't think you should have to brake your back for us. You already spoiled us by making retextured maps, and no matter what you do people are going to complain about maps. It's all just a matter of personal taste.
"Not even justice, I want to get truth!"
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 27 2011 23:21 GMT
#107
On November 28 2011 08:18 Amlitzer wrote:
Show nested quote +
On November 28 2011 08:05 Diamond wrote:
We have heard the feedback everyone and will re do Tal'Darim totally and also look to spruce up ST. Orginally these were to be used in WCG Korea and we had all (iirc) 36 hours notice so I admit we could have done better. Will post updates when we have them.

On November 28 2011 07:08 Yaki wrote:
lol what is the point of these changes ?


WCG likes to be different.

I'm glad you listen to the community, but I don't think you should have to brake your back for us. You already spoiled us by making retextured maps, and no matter what you do people are going to complain about maps. It's all just a matter of personal taste.


We always aim to make people happy . I also agree with everyone that Tal'Darim needs something new.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
RoninShogun
Profile Joined November 2010
United States315 Posts
November 28 2011 00:21 GMT
#108
It's probably been said, but if it hasn't removing the gold on Shattered Temple is probably one of the dumbest things I've ever seen from non-Blizzard map-making. "Destroy these rocks to take a base with two less mineral patches than a base that is more tucked away and easier to defend." I think. Unless they made it have equal patches to the back, but its still sort of iffy
Artosis: Yeah I was gonna probe rush but someone did that yesterday
k10forgotten
Profile Joined September 2010
Brazil260 Posts
November 28 2011 01:59 GMT
#109
On November 28 2011 09:21 RoninShogun wrote:
It's probably been said, but if it hasn't removing the gold on Shattered Temple is probably one of the dumbest things I've ever seen from non-Blizzard map-making. "Destroy these rocks to take a base with two less mineral patches than a base that is more tucked away and easier to defend." I think. Unless they made it have equal patches to the back, but its still sort of iffy

8 mineral patches in every base. (:
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
Duka08
Profile Blog Joined July 2010
3391 Posts
November 28 2011 02:25 GMT
#110
Thought they were going to say something shocking (in an intelligent way) like "maps recolored so players/casters/refs KNOW when the right or wrong map has been hosted, to avoid issues."

Oh well, still interesting =P
Rikke
Profile Joined November 2011
Germany302 Posts
November 28 2011 02:33 GMT
#111
I like it alot. Same Maps, but different titleset. Nice change.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 28 2011 04:42 GMT
#112
On November 28 2011 11:25 Duka08 wrote:
Thought they were going to say something shocking (in an intelligent way) like "maps recolored so players/casters/refs KNOW when the right or wrong map has been hosted, to avoid issues."

Oh well, still interesting =P


That's actually a REALLY unintended but true scenario. There will be no doubt if it's the right version.

Also I looked at ST, aside for the center, the map looks pretty sick in game. We will spruce that up but the overview really does not do it justice.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
November 28 2011 18:54 GMT
#113
No cloaked versions online?
Progamertwitter.com/welmu1 | twitch.com/Welmu1
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 28 2011 19:42 GMT
#114
On November 26 2011 13:24 TehTemplar wrote:
Show nested quote +
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.

Yes, unfortunately.
That is why I make 2 player maps :/
Edit: And do you really need cross positions on tal'darim? Because the close positions are long enough...

I don't really know about other match-ups, but I know that in TvP and TvT especially, if you spawn in "close positions" such that your natural is closer to your opponent than your natural ramp, a smart opponent who sieges up or attacks your natural with Colossi can be extremely difficult to beat (especially since the third is blocked by rocks. I think that of all the maps, Tal'Darim seems to be the one that I don't mind them enforcing spawn positions.

At the same time, I think that enforcing spawns on Metalopolis, Shattered Temple, and Shakuras Plateau is pointless. Close air positions may favor a certain race, but so do cross spawns. I've heard Zergs complain about close air positions in TvZ on Metalopolis or Shakuras, but I have troubles winning cross positions as a Terran player as well. It seems pointless to enforce those positions and will make every single TvT proxy Marauder rushes.
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 28 2011 19:46 GMT
#115
On November 28 2011 13:42 Diamond wrote:
Show nested quote +
On November 28 2011 11:25 Duka08 wrote:
Thought they were going to say something shocking (in an intelligent way) like "maps recolored so players/casters/refs KNOW when the right or wrong map has been hosted, to avoid issues."

Oh well, still interesting =P


That's actually a REALLY unintended but true scenario. There will be no doubt if it's the right version.

Also I looked at ST, aside for the center, the map looks pretty sick in game. We will spruce that up but the overview really does not do it justice.

Personally I think it looks pretty interesting. The problem is just the fact that Shattered Temple is a boring map. Lost Temple had too many abusable, gimmicky terrain features, then they made Shattered Temple which was completely and entirely void of them.

Also, just as a note to the map makers, I personally really like the new textures. I really enjoy watching something fresh--it's what makes Brood War great (along with a lot of other things). It's not really new maps, but it will be a pleasant change.
AsBan
Profile Joined March 2011
Norway94 Posts
November 28 2011 20:25 GMT
#116
i really liked it : )
DeMusliM | MaNa | ThorZain | Naniwa
Baseic
Profile Joined March 2011
Netherlands310 Posts
November 28 2011 20:30 GMT
#117
Love all maps but TDA, but that's just the texture, I never liked lava maps.
Don't agree with every forced spawn though.
Etc.
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
November 28 2011 20:36 GMT
#118
pretty cool, i like the idea of change aesthetics every once and a while, gives the map a new feel while not changing it.

though tal'darim should be all spawns..
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
November 28 2011 20:54 GMT
#119
On November 28 2011 09:21 RoninShogun wrote:
It's probably been said, but if it hasn't removing the gold on Shattered Temple is probably one of the dumbest things I've ever seen from non-Blizzard map-making. "Destroy these rocks to take a base with two less mineral patches than a base that is more tucked away and easier to defend." I think. Unless they made it have equal patches to the back, but its still sort of iffy

its an extra base, no matter the mineral patches, you'll want more. and the gas is important as well
Andreas
Profile Blog Joined January 2011
Norway214 Posts
November 28 2011 22:39 GMT
#120
OK, I've got a complaint that's not about cross positions or aesthetics. Why do some of the maps only have 2 spectator slots?
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 28 2011 22:44 GMT
#121
On November 29 2011 03:54 Welmu wrote:
No cloaked versions online?


We never do cloaked versions. It only makes the already horrible map fragmentation more awful.

On November 29 2011 07:39 Andreas wrote:
OK, I've got a complaint that's not about cross positions or aesthetics. Why do some of the maps only have 2 spectator slots?


It's a bug, it's been passed along and is being looked into.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
SillyPrincess
Profile Joined April 2011
Canada115 Posts
November 29 2011 12:07 GMT
#122
Love the texture changes, I would love to see some high level games cast on them for entertainment. :D
For the swarm. ♥
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
November 29 2011 12:16 GMT
#123
I really like the modified Tal'Darim, I think it looks awesome.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Apom
Profile Blog Joined August 2011
France655 Posts
November 29 2011 19:52 GMT
#124
The gameplay modifications are debatable (I personally don't like them, but I'm not paid to play this game, so whatever). However, those paint jobs ? Seriously ? I'm going to self-moderate because I'm tired and say that I disapprove of them.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
November 30 2011 10:39 GMT
#125
The modifications for actual gameplay are most of the time quite insignificant.
The aesthetic changes I simply don't understand. Why?
Also, if you do changes like that, you should change the name of the maps as well because they are actually related to how the map looks like.

✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
ohokurwrong
Profile Blog Joined November 2011
Brazil283 Posts
November 30 2011 10:52 GMT
#126
meta is a horrible map.... when will this map be over with
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
November 30 2011 11:14 GMT
#127
meta is a horrible map.... when will this map be over with


This is so cheap.
I know it's kind of a thing right now to say Metalopolis is a horrible map, but at least back it up!

I agree, personally, that Metalopolis really doesn't suit my play style but that doesn't make it a generally bad map.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
bbm
Profile Joined April 2011
United Kingdom1320 Posts
November 30 2011 11:19 GMT
#128
Love the new looks for metal and shakuras. Not sold on tal'darim yet. Antiga + shattered are fine but not big enough of a change to comment.

Pity you guys have no daybreak though, that map's the shit but i'm not a fan of its deco and would have liked to see you guys redo it
By.Sun or By.Rain, he always delivers
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-30 12:03:13
November 30 2011 11:58 GMT
#129
On November 30 2011 20:14 JOJOsc2news wrote:
Show nested quote +
meta is a horrible map.... when will this map be over with


This is so cheap.
I know it's kind of a thing right now to say Metalopolis is a horrible map, but at least back it up!

I agree, personally, that Metalopolis really doesn't suit my play style but that doesn't make it a generally bad map.


Why isn't it a bad map? at least back it up!

Personally I think the map is too simple with the mere two laneways between bases or one if close by air, and there isn't much room for exploiting the terrain especially in close by air because of how simple it is. There aren't any tactical positions to hold apart from the obvious gold, and you can essentially just walk straight to your opponent's base without needing to navigate at all through the terrain or be weary of flanks or sorrounds like on Tal'Darim for instance. Overall it's just not an interesting map, it even has the bland grey colours to it that add to the monotony, and this is all compounded by the fact that it's played so damn much that you want to gouge your eyes out every time you see it in another tournament. It's no wonder GSL removed it from their map pool this season and Blizzard wanted to remove it some seasons ago.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-11-30 12:33:05
November 30 2011 12:30 GMT
#130
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-11-30 12:31:37
November 30 2011 12:30 GMT
#131
--- Nuked ---
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
November 30 2011 13:00 GMT
#132
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


QFT

Anyway I guess the only changes will be looking at a different landscape.
They could have saved themselves a lot of time not doing this cuz it's not like any1 really cares.
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 30 2011 14:07 GMT
#133
On November 30 2011 22:00 Jakkerr wrote:
Show nested quote +
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


QFT

Anyway I guess the only changes will be looking at a different landscape.
They could have saved themselves a lot of time not doing this cuz it's not like any1 really cares.


People care and these maps will be played two more years now cos it's so cool and fresh!!

Wouldn't that be a nightmare? : D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Termit
Profile Joined December 2010
Sweden3466 Posts
Last Edited: 2011-11-30 14:50:49
November 30 2011 14:49 GMT
#134
It's good that you brighten up some maps with better textures and day time but please don't make maps even more darker by using that crappy lava texture, it's so ugly and really really dark.
( ̄。 ̄)~zzz ◕ ◡ ◕
Bengui
Profile Joined June 2011
Canada775 Posts
November 30 2011 15:01 GMT
#135
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something right with the game.


FYP

I don't like randomness in my Starcraft. I would will be happy the day that every map forces cross spawns.
But I have to say I don't like the re texturing.. To be honest, I find it kind of silly. I'd rather see actual new maps.
iloveav
Profile Joined November 2008
Poland1478 Posts
November 30 2011 15:09 GMT
#136
Why are those maps always cross spawn enforced? Maybe i dont know much about starcraft 2 but i thought it comes with the maps and everything to have to adapt to each situation....
aka LRM)Cats_Paw.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
November 30 2011 15:54 GMT
#137

The problem isn't that metalopolis is a bad map per se (it has survived this long for good reasons).

You see, that's the real problem: it has survived this long. Maps should not survive that long; they should be replaced. A map's high-end competition life should be hard capped at 1 year IMO (many people would say 3-6 months). If you count the beta time of Metalopolis, we're coming up on 2 years pretty quickly. KILL METALOPOLIS!


Well put, sir!
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
November 30 2011 17:17 GMT
#138
OMG I LOVE the map tiles they use. I really want to play on these :D
Life's good :D
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 03 2011 09:49 GMT
#139
Wondering why Antiga has no forced cross-spawns when all the other maps do?
DoomsVille
Profile Joined August 2010
Canada4885 Posts
December 04 2011 09:44 GMT
#140
All the maps look amazing except for tal'darim.

I guess I just hate the scorched firey tileset. Looks terrible IMO.
amd098
Profile Blog Joined January 2011
Korea (North)1366 Posts
December 04 2011 09:48 GMT
#141
hmm so gold bases are being phased out by tournaments even more now
North Korea is best Korea!
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
December 04 2011 09:53 GMT
#142
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


..or the players.
https://steamcommunity.com/id/*tlusernamehere*/
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 04 2011 10:21 GMT
#143
On December 04 2011 18:48 amd098 wrote:
hmm so gold bases are being phased out by tournaments even more now


Yeah, they are rather problematic balancewise, but I wish they would still be around on a few maps. Really, it is an interesting dynamic and should still exist one in awhile, but I think overall they are not needed.

What I like is how everyone once in awhile I saw a custom map with certain expos having a mix of gold and regular. I think that needs to be played with more.
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
Wodger
Profile Joined October 2008
Scotland380 Posts
December 04 2011 13:21 GMT
#144
Where is WCG Tau Cross?
DeadBull
Profile Joined August 2011
421 Posts
December 04 2011 14:39 GMT
#145
like it :D
but metalopolis rly shouldnt be in any map pool...
labbe
Profile Joined October 2010
Sweden1456 Posts
December 04 2011 14:54 GMT
#146
Great maps. Like the aesthetics changes as well.
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
December 04 2011 15:19 GMT
#147
Coming from the youtube changes thread to this one makes me laugh, so many people not liking change. I personally love that you've reskinned the maps. It'll make these passed-their-sell-by-date maps a bit more interesting at least.

Also, good initiative taking out golds, was one of GOM's better decisions they have made and you should be applauded for continuing this.

I feel like we need to make some kind of map petition going though because there will logically be a huge demand for new maps in both competitive play and on ladder. Time will tell
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
December 04 2011 15:25 GMT
#148
you guys should put wcg decals on the maps
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
MavivaM
Profile Joined November 2011
1535 Posts
December 04 2011 16:03 GMT
#149
I'm not into the forced cross position, but I like this idea.

As for the map pool, I think that WCG couldn't have done otherwise: it's the grand finals, they couldn't choose other than the classic maps since pros shouldn't be forced to adapt to new maps in a short amount of time.
But, excluding the fact that the maps aren't... "new"... it's a good step for the mapmaking comunity and the tournament as well: viewers can find the old maps more refreshing due to the new look and players will be comfortable since the map layout it's the same.

Also it's a good chance to mapmakers to get more deserved recognition: today it's just ESV Metalopolis, but tomorrow it could be ESV NewOriginalMap!
One step at the time, I hope that in the future we will get new solid maps.

I'd like to hear the mapmakers' opinion about this!
How does it feel to remake a blizzard map when you believe that you could make a better job with a new map of yours, instead?
At the same time do you get motivated to improve them graphically?

It's a real shame that there are so few chances to test new maps on real tournaments, but at the same time unless they are througly played people will always feel that they lack balance.
Also, a question: beside Map of the Month are there other tournaments that implement the most recent works?
I seriously wish you the best, mapmakers!
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
December 04 2011 16:05 GMT
#150
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.

or with the maps
truth is out there
Proko
Profile Joined February 2011
United States1022 Posts
December 04 2011 17:50 GMT
#151
On November 26 2011 11:53 Goldbullet wrote:
cross positions only on every map now that something different. More zerg minded maps when having cross positions and no gold bases..


except antiga, which is a pretty good turtle terran turtle toss map.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Tomken
Profile Joined January 2010
Norway1144 Posts
December 04 2011 18:25 GMT
#152
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...

Gold mineral is just lame, imba for terran.
MBCGame HERO FIGHTING!!!~
FlaShFTW
Profile Blog Joined February 2010
United States10141 Posts
December 04 2011 18:29 GMT
#153
maps look ugly as hell. tal'darim and shattered the most...
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Stiluz
Profile Joined October 2010
Norway688 Posts
December 05 2011 12:15 GMT
#154
I like the balance changes for the maps. The tilesets just confuses me. I'd like to see the high yield bases stay in one form or another since they bring an interesting dynamic, but as it they favor Terrans, would probably need to add a highyield gas if they wanted it to be as rewarding for Zerg or Protoss to take a high yield base.
Utopi
Profile Joined July 2010
Denmark176 Posts
Last Edited: 2011-12-05 13:14:11
December 05 2011 13:13 GMT
#155
Nice maps, encouraging macro play and hence a greater likelihood of the better players winning. Equally i believe it is also good for the overall viewer experience. I would, however, have liked to see daybreak instead of meta. As for the tileset i guess it spices things up a bit and gives the sensation that WCG is more special than usual tournaments.
no.
Geordie
Profile Blog Joined April 2011
United Kingdom653 Posts
December 06 2011 08:14 GMT
#156
Seems pretty OP how it will be forced cross on shattered + metal + TDA in TvZ... I mean seriously especially on metalopolis zerg will win just about every time providing they are relatively the same skill level -.-
Ehralur
Profile Joined September 2011
Netherlands27 Posts
December 06 2011 12:04 GMT
#157
On November 26 2011 13:25 Destructicon wrote:
I don't quite agree with the re-texturing of old maps, in particular I downright hate the new Tal'Darim and Shakuras. Tal'Darim just looks bad and Shakuras had its own unique fibe due to the lighting and the shakuras tileset. Also Shattered Temple middle looks extremely boring visually.

However what I disagree with the most is with forcing cross spawns on every map. I can understand it being necessary on say 4 spawn rotational maps, since the nature of them means one side might have a slight edge due to how the rotation works. However on maps like Metal, Shakuras and Shattered there is no reason to remove close by air.

Close by air encourages some more different approaches to the game and involves different strategies and tactics, drop play and air harass is more popular which can also lead to more diverse games.
Its also interesting to see how players adapt their strategies to close by air or cross spawn maps.

By forcing cross spawn you're basically cutting out tons of fun and potentially spectacular strategies and plays. Cloaked banshee play, early drop play, stargate pressure etc

I really wish we'd let the meta-game play out more before committing to such rash action.

I don't necessarily dislike the re-texturing except for Tald'Darim being too drastic, but otherwise I completely agree with this post.
Forcing cross spawns on maps that aren't rotational 4 player maps takes out alot of gameplay elements and will really cause a lower amount of exciting matches. This is not what the spectators want to see.

Cross spawns on Tal'Darim or Antiga is fine, but not necessary.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
December 08 2011 00:49 GMT
#158
On December 04 2011 22:21 Wodger wrote:
Where is WCG Tau Cross?


Coming up right behind WCG Paranoid Android 2.0
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
December 08 2011 01:31 GMT
#159
I think the only reason they changed the tileset was to make the map easier to see for the audience seeing how Shakuras, Antiga and Metal were quite dark maps but when I saw TDA it freakin just blew my logic out of my head.

Till this day, I still don't see any hint of logic behind 'only cross positions' or 'no close positions'. If that's the case, why the hell are we making 4 player maps in the first place?
sup
Fnatic.SaSe
Profile Joined January 2011
Sweden29 Posts
December 08 2011 02:00 GMT
#160
maps looks awesome but tileset is a big change for some players I think. All your sim city might get messed up. Can't believe they announce 5 maps 2 weeks before the tournament. Horrible And what the fuck, how can Char (Volcanic) be on one of the maps, it's so dark, doubt we will be able to see anything on the stream. At least that's the reason why I didn't play that map last patch^^
NibbloniaN
Profile Blog Joined September 2009
United States377 Posts
December 08 2011 17:24 GMT
#161
Watched the games yesterday and I came here to say that I think the new tilesets are awesome
My folks were always on me to groom myself and wear underpants. What am I, the pope?
Diamond
Profile Blog Joined May 2009
United States10796 Posts
December 08 2011 19:53 GMT
#162
On December 08 2011 11:00 SaSe wrote:
maps looks awesome but tileset is a big change for some players I think. All your sim city might get messed up. Can't believe they announce 5 maps 2 weeks before the tournament. Horrible And what the fuck, how can Char (Volcanic) be on one of the maps, it's so dark, doubt we will be able to see anything on the stream. At least that's the reason why I didn't play that map last patch^^


Yeah we had them done I think like 4 weeks out but WCG wanted to wait to announce it, sorry about that but it's out of our hands.

The good news is I watched yesterday on the Stone Age quality WCG stream and could sitll make everything out on Tal'Darim and no one was misplacing buildings .
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Sitenabs
Profile Joined August 2011
Canada7 Posts
December 09 2011 03:28 GMT
#163
The images in the OP threw me off when I first saw them, thinking that they'd look really bad in game. However now that I've seen them on the WCG stream I must say that they are a really nice way of keeping the map pool "fresh" even if the maps themselves haven't changed. Aesthetics goes a long way.

Good job Diamond and ESV Map Team!
Aceace
Profile Joined June 2011
Turkey1305 Posts
December 10 2011 05:09 GMT
#164
Taldarim is really really really awful... Its a pain.

But metalopolis design is great. GJ.
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37017 Posts
December 10 2011 06:27 GMT
#165
I haven't seen ANY games on Tal'Darim.

Ppl who have seen it, please tell me, what was it like?
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Rikke
Profile Joined November 2011
Germany302 Posts
December 10 2011 06:32 GMT
#166
On December 10 2011 15:27 Seeker wrote:
I haven't seen ANY games on Tal'Darim.

Ppl who have seen it, please tell me, what was it like?


Tel'Darim with a Lava-Titleset lol? The Maps are the same, only new textures
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
December 20 2011 03:33 GMT
#167
Anyone who played SC1 got to love these maps...especially Meta.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
December 20 2011 04:15 GMT
#168
In retrospect as a player I absolutely loved the new tileset on Shakuras and Metalopolis. Especially the brighter Shakuras was very good to play on. The changes on Tal'darim negatively affected my gameplay seeing as it was very dark. I hope lava tilesets will not be used for pro tournaments in the future. In general, the brighter tileset and lighting, the better it feels as a player. Might just be me though. Cross positions was okay, too! Cheers
Team Liquid
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