Community Interview: prodiG - Page 4
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legaton
France1763 Posts
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IronManSC
United States2119 Posts
On November 27 2011 21:51 funcmode wrote: Quit mapmaking for 6 months -> get a community interview. Such dedication. User was warned for this post Func, if you honestly can't get over yourself and grow a pair, then at least remove the TPW from your signature next time. | ||
SwizzY
United States1549 Posts
so yeah, it's definitely a delicate process that doesn't just rely on "MAKE EM BIGGGEERR." I don't know what exactly, but I hope these new custom maps answer that for me. ^^ The idea of destructible xel'naga towers sounds really interesting: imagine a scenario where enemy army is advancing - kill the xel'naga tower so that he essentially moves his army out into the dark, BUT WAIT, he stops his army for a few seconds and in those seconds you set up a nice contain/flank on his army out in the middle of nowhere (Z,T, or P) and pincer the army with your tanks/speedlots/roachling/etc. I mean, how BADASS would that be? That's only one of a few but extremely effective scenarios that could occur with such an interesting mechanic! Maybe if the tower continually respawned as well, it could present with a dynamic form of map control that the two players desperately fight over? WHO KNOWS.... ^o^ | ||
IronManSC
United States2119 Posts
Grab a couple members from each map team (ESV, TPW, MCL, Mabye Crux), and bring them all in a room and just go around to each of us and ask questions, or ask a general question and report each of our answers. Make it about maps! Get the mapping teams together for a universal interview about MAPS. This would be awesome I think. EDIT: This is a similar idea back when teamliquid interviewed korean map-makers about Map of the month. | ||
yarkO
Canada810 Posts
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zul
Germany5427 Posts
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InsidiA
Canada1169 Posts
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FakeSteve[TPR]
Valhalla18444 Posts
this guy rules, many good times had so far in edmonton & many more in the future. i love my lil' fighting game convert, even if he does use a Hitbox & only plays silly Marvel | ||
afiddy
Canada108 Posts
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Diamond
United States10796 Posts
On November 28 2011 13:09 afiddy wrote: Wait a minute... I swear a played a guy in beta named prodiG and he got really mad and called me a terrible player because I went muta/ling/baneling against mech. Your point being? People sometimes get mad in SC2? | ||
prodiG
Canada2016 Posts
On November 28 2011 14:04 Diamond wrote: Your point being? People sometimes get mad in SC2? Sounds like me, I was pretty BM in the beta haha. As far as Metal is concerned just to clear things up my #1 beef with it is how long it's been used for. Beyond that, sure you can have fun macro games on it but there's an opportunity cost associated with the map being used. Every game in a tournament being played on that map is a game that ISN'T on a better, more exciting and interesting custom map. As a mapmaker, it pisses me off because there's a lot of things that are considered unacceptable in my opinion. Needing to block close positions is a bandaid solution to a poor design. Also, the map isn't even symmetrical (and not in a cool way, just in a we-had-no-idea-what-we-were-doing-when-we-made-this-map way). I could go on and on but there it is~ | ||
lefix
Germany1082 Posts
in art school they teach that perfect symmetry is boring and professionals will always try to break symmetry in a couple spots. i personally think meta is maybe the second best blizzard map ever. it just has been in the map pool for way too long. imho players and tournaments should be more open to new maps or they will eventually lose viewers and money. for example: during dreamhack if there were multiple streams running, 1 on metalopolis and 1 on daybreak, i would always watch the match on daybreak. i think from a business point of view, it is a problem that so many things are run by players. there is so much that could/must be done in esports to imrpove the viewers experience. and i am not just talking updating map pools on a regular basis, it is also the super complicated bracket systems that are never properly displayed/explained to the viewers, bad schedules or lack of inbetween content, etc. Everyone seems to want larger audiences and more price money, but there is too little effort to actually attract new/more viewers. | ||
zmansman17
United States2567 Posts
Great interview However, ESV Edge of Oblivion is not very well balanced as the natural is way too open and subject to all sorts of attacks. | ||
prodiG
Canada2016 Posts
On November 29 2011 00:40 zmansman17 wrote: Great interview However, ESV Edge of Oblivion is not very well balanced as the natural is way too open and subject to all sorts of attacks. It's already under redesign EDIT: I feel like I didn't give this image enough attention in the interview (Courtesy of @StereoDVT, graphics wizard) | ||
Bobbias
Canada1373 Posts
But yeah, I can't believe it's taking this long for custom maps to be played more often. Also, what do you think of Blue Storm? Despite it being played a TON I see very little reference to it now. I thought the tiny unit only choke coupled with the zig-zag cross-center design was really awesome, and there were tons of cool games on that map. | ||
prodiG
Canada2016 Posts
On November 29 2011 09:18 Bobbias wrote: Haha, that's an awesome poster But yeah, I can't believe it's taking this long for custom maps to be played more often. Also, what do you think of Blue Storm? Despite it being played a TON I see very little reference to it now. I thought the tiny unit only choke coupled with the zig-zag cross-center design was really awesome, and there were tons of cool games on that map. Oh believe me, it's something the ESV map team has been trying to make work in SC2 since day one. I think our closest success at this point is Sungsu Crossing AE with Bardiche a close second. Blue Storm is godlike~ | ||
ArchDC
Malaysia1996 Posts
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Doof
United States204 Posts
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