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MotM February Results - Page 5

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 15 2012 19:46 GMT
#81
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-15 20:08:01
March 15 2012 20:06 GMT
#82
--- Nuked ---
ArcticRaven
Profile Joined August 2011
France1406 Posts
March 15 2012 20:17 GMT
#83
I'll heed that advice. I think the overall map production is just too big, too - not that many map pools around.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
SidianTheBard
Profile Joined October 2010
United States2475 Posts
March 15 2012 21:04 GMT
#84
Since I've posted tons of feedback on the current maps I was wondering if some of the judges would be so kind to let me know their thoughts/feedback on my main submission Ultrix Prime. I know pretty much all of the responses in thread point out so many things people enjoy about it, whether it is the unique features, the aesthetics or the layout. It also has a very close main/nat/3rd/4th layout to The Grid. It also seems like if it was rotated symmetry instead of reflective symmetry it would have almost the same feeling as The Grid does. I'm hoping to grab some of your guys feedback on why it was passed over.

Thanks,
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.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 16 2012 00:31 GMT
#85
On March 15 2012 17:24 Diamond wrote:
MotM and ESV have no relation besides we submit maps. Monitor is a mapper for us and runs-ish MotM but there is 0 overlap. For a long time ESV did not even enter maps in MotM.

I stand corrected. I only assumed they were more closely tied together given the ESL Winter stuff. Apologies for the misrepresentation. I don't think this really changes my point though (fortunately ;}).

Diamond, does that mean that the whole ESL/IEM thing was not an ESV effort and only something that MOTM pushed for/was approached with?
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 16 2012 00:41 GMT
#86
On March 16 2012 09:31 HypertonicHydroponic wrote:
Show nested quote +
On March 15 2012 17:24 Diamond wrote:
MotM and ESV have no relation besides we submit maps. Monitor is a mapper for us and runs-ish MotM but there is 0 overlap. For a long time ESV did not even enter maps in MotM.

I stand corrected. I only assumed they were more closely tied together given the ESL Winter stuff. Apologies for the misrepresentation. I don't think this really changes my point though (fortunately ;}).

Diamond, does that mean that the whole ESL/IEM thing was not an ESV effort and only something that MOTM pushed for/was approached with?


Yep MotM and ESV are 100% separate orgs. I have 0% of anything to do with anything about MotM.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 16 2012 00:59 GMT
#87
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-16 01:52:15
March 16 2012 01:05 GMT
#88
--- Nuked ---
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 16 2012 02:13 GMT
#89
On March 16 2012 02:06 chuky500 wrote:
I agree that teamless maps take more time to refine than when the mapper is in a team. But how many maps selected for Motm were actually adjusted after the ESL Motm tournament ? Motm could be more efficient if it was used to improve the quality of maps rather than being a marketing buzz. But the idea that team maps are already refined when they enter the contest too often stops mappers from updating them. And where are the maps now, who plays them ? That's why I suggest to aim the organization more towards the mapping community and improving the quality of maps.

The underlying idea is mapping teams need to stop looking down on other mappers and being condescending, like when neobowman says only a few percentage out of the top players are able to discuss strategy, and that if your map wasn't selected it's because it was terrible. Or when lefix starts giving a lesson on professionalism and the gaming industry. Take the biggest success of the mapping community, Cloud Kingdom. I took screenshots of the positional imbalances, mostly because both naturals aren't symmetrical :
+ Show Spoiler +
[image loading]

[image loading]

The first error was fixed by Blizzard but still remains on the ESV version that tournaments use. The second error comes from bad copy pasting, all minerals and gas are displaced by 1 square in each direction, resulting in a gas geiser needing 4 probes to be efficiently mined. There was a thread in the strategy section about this problem stating that such a gas earns 127 less gas at the time a regular gas is mined out.

So yes, please tell me about the professionalism of teams, how such monstruosities were left out by the most professional mappers out there ? Mapping teams need to stop blindly thinking that good mappers produce flawless maps. You need to focus on raw gameplay rather than the spaceshark position. I won't talk about the blurry look of the map in high settings but more generally about the aesthetics, and the disgrace of the WCG reskins told ESV shouldn't be so proud of themselves.

And please stop believing the only people that understand the game or watch a lot of Starcraft 2 on Teamliquid are the TPW and ESV teams. We all do. If you want I can link you to VODs of big games where bugs happened and were caused by the mappers. Most of the bugs would only have required a few clicks to fix if the mappers were aware of what causes these bugs. But apparently no one in mapping teams noticed them. And please don't tell me again that mistakes should remain.

I still stand by my statement. And we don't make flawless maps. A flawless map would actually be boring. But either way, we're people too. We make mistakes. Point them out to us and we'll fix them right away. Like Diamond said, we already fixed Cloud Kingdom and it's due to communication errors that tournaments still use the unfixed version.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 16 2012 04:02 GMT
#90
On March 16 2012 04:46 Barrin wrote:
Barrin's List of Honorable Mentions

You forgot to mention that borealis has a big problem with the accessibility of the third
Administrator~ Spirit will set you free ~
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 16 2012 04:18 GMT
#91
On March 16 2012 13:02 Plexa wrote:
Show nested quote +
On March 16 2012 04:46 Barrin wrote:
Barrin's List of Honorable Mentions

You forgot to mention that borealis has a big problem with the accessibility of the third

I personally believe that it wouldn't be too hard to hold. As Toss, forcefields + units can hold the middle bases quite handily as can Terran with a planetary. Zerg doesn't need to expand to a safe location and can go mutaling. Even if you take the clock position bases, you can still forcefield the long paths.

But that's all theorycrafting and you'd need some solid testing on that. Which is not present so it's understandable that it didn't make it in.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 16 2012 06:01 GMT
#92
On March 16 2012 13:18 neobowman wrote:
Show nested quote +
On March 16 2012 13:02 Plexa wrote:
On March 16 2012 04:46 Barrin wrote:
Barrin's List of Honorable Mentions

You forgot to mention that borealis has a big problem with the accessibility of the third

I personally believe that it wouldn't be too hard to hold. As Toss, forcefields + units can hold the middle bases quite handily as can Terran with a planetary. Zerg doesn't need to expand to a safe location and can go mutaling. Even if you take the clock position bases, you can still forcefield the long paths.

But that's all theorycrafting and you'd need some solid testing on that. Which is not present so it's understandable that it didn't make it in.

I played a few games on it, and the distance is really really big. In BW it would be fine, but not in sc2 unfortunately Like pavillion, Borealis had a sick concept that we really wanted to work but it didn't I really hope you try and improve the map - PM me if you want some games played on it and/or more feedback.
Administrator~ Spirit will set you free ~
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2012-03-16 06:33:41
March 16 2012 06:27 GMT
#93
If I can drop a note on Titanus, Lefix. Much better name than Metropolis, by the way. Anyway, when watching the EG team games, the distinctive art in the metropolis bases served as a very easy indicator to me when I was watching of just which base we were at (this was a tvt). It's a very viewer friendly feature. And the base-distinguishing art didn't distract or break the theme, but it really did make observing easier. (The spawns were 12 and 6, and the 12 had a mostly light color background and the bottom one dark. This served as a fantastic visual shorthand.) If you can find a way to keep that edge in your update of that, it would be awesome.

In fact, I think all maps would benefit from it. Can anyone give a reason it shouldn't be done?

Also, DAAAYYUUM, these aesthetics are really looking top notch and clean, and still distinct. The community is amazing. Some of these styles are so good, I hope to see them used again if it doesn't work out with their current map.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-16 14:29:42
March 16 2012 14:27 GMT
#94
--- Nuked ---
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 16 2012 14:52 GMT
#95
On March 16 2012 23:27 Barrin wrote:
Show nested quote +
Can anyone give a reason it shouldn't be done?

No.

While we're at it, air space (at least at the borders) should always be clearly visible (highly contrasting) on the minimap. And pathable area should never be confusable with unpathable area on the minimap.


Which btw you don't have to fix in the editor. You can just open the map file with the mpq editor and fix the actual minimap picture.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 16 2012 17:35 GMT
#96
--- Nuked ---
ArcticRaven
Profile Joined August 2011
France1406 Posts
March 16 2012 19:20 GMT
#97
I share that feeling - I'll definitely post in the thread.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 17 2012 02:53 GMT
#98
On March 17 2012 02:35 Barrin wrote:
BTW, this is essentially why I no longer wish to be a judge:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242

If you are getting bored of mapmaking and feel there aren't enough options, PLEASE speak up in that thread.

I hate 8m2g. I hate it with passion.

I do not feel comfortable judging maps designed for something that I feel is fundamentally flawed, nor should you feel comfortable in me doing it either (not that I can't be objective in this sense, I'm just tired of doing it). If I were to continue judging, I would mostly pick maps I think would work good on 7m or 6m regardless of if they're 8m, and argue for them as if they were 7m. I will be making maps that are designed for 6m or 7m (mostly 7m), but I will be making 8m versions of them to compete in competitions.

Heretic, blasphemer. Call me what you want. I would like to say I don't care, but that's not true. This is actually quite sad IMO.

Quite enlightening, I must say.

However, heretic and blasphemer fail to apply. I would describe you as a visionary.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-19 14:56:54
March 19 2012 14:52 GMT
#99
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2475 Posts
March 19 2012 16:33 GMT
#100
Yeah, because of you I think all map makers decided to quit.

Thanks jerk.
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.
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