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MotM ProAm: Selected Maps - Page 6

Forum Index > SC2 Maps & Custom Games
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Broodie
Profile Blog Joined May 2008
Canada832 Posts
July 20 2012 05:49 GMT
#101
Wow, got my computer back thinking I was screwed for this competition, but got saved by Null!

Thanks Null, lets tear it up!
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Timmay
Profile Joined April 2005
United States112 Posts
July 20 2012 07:55 GMT
#102
On July 20 2012 12:57 NewSunshine wrote:
and the mappers who weren't picked this time will get their chance later on.

This is the only event of its kind that has ever occured, and it's not likely that another one will happen any time soon. It really sucks to miss something like this, and people are missing it due to factors outside their control.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
July 20 2012 08:07 GMT
#103
On July 20 2012 14:38 Timetwister22 wrote:
I think most have noticed that the maps with the lowest of quality weren't exactly the ones to get picked. Instead, the majority of pros, including myself, picked a map that was already fairly solid. Some seem to have a problem with this, arguing that those lower quality maps that didn't get picked needed the help much more than these higher quality maps that did get picked. I entirely disagree, and I thought I might as well share why. I strongly believe that the best of the maps submitted should have been the ones to get picked, and I'm actually quite sad that not all the solid maps got picked. Here's why.

In my opinion, the skill difference between those who submitted the lowest quality of maps, and those who submitted the highest quality of maps, is actually quite minor. Learning things such as decent proportions, decent aesthetics, and the basic/standard rules of mapping is not all that difficult. By no means is this skill jump the hardest part of mapping. Rather, going from the highest quality of maps submitted here, to something like Cloud Kingdom or Daybreak is a much more significant and difficult leap in skill. The skill required to make something like Daybreak or Cloud Kingdom requires so much more than knowing how to place a texture, knowing that a nat choke should be ffe friendly, or knowing that a 2p map should at max have 12 bases. It requires a mapper to actually understand the game at a fairly high level, develop something entirely innovative, and to understand when the basic rules of mapping can and cannot be broken or changed.

With that said, I find that this motm format actually encourages pros to help out those who need it most...the ones that already understand the basics and need a helping hand grasping the more complex side of mapping. I am not saying that a mapper that makes low quality maps does not understand the game or have good ideas. What I am saying is that not knowing the basics of mapping can severely hinder your ability to express your game knowledge and your creativity. In other words, how are you supposed to make a Cloud Kingdom when you can't understand how to make a Xel'naga Caverns?

However, in this particular scenario of motm, I can promise you that not getting picked does not mean you don't understand the basics. There were only 12 pros after all, and there were many more submissions that showed a solid understanding in the basics. With so many nice submissions to choose from, I made my choice simply on personal preference on things such as map concept and ideas I had for improvement. In the end though, an understanding of the basics is the main reason why I choose one of the higher quality maps submitted instead of a lower quality map. Of course this may not exactly explain why many of the other pros picked a higher quality submission, since everyone has their own reasons. However, I am quite glad it turned out that way.


Yeah I was thinking about this and I'm glad to hear this kind of logic from one of you guys - I wouldn't be surprised if the other pros approached it in the same manner. In the end there was no predetermined criterion for getting picked. As such a lot of people will look at their submissions and compare them to the ones that got picked and feel they got a raw deal (I know I felt that way!). There might even be a littler Dunning-Kruger mixed in there.

I think this competition is not only about making better maps but also better mappers, and so the pros should be picking maps based on how much knowledge they can impart on the authors.

Regardless, I don't think any of you guys should feel the need to justify your picks. You've already committed to the supererogation of this competition and that's kick ass.
They're coming to get you, Barbara.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-07-20 15:39:23
July 20 2012 15:30 GMT
#104
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?
I personally feel that basically any map which is good for mech is a bad map in general, that's just how mech works, the features that make mech powerful are:

1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.
2: Only one path to the enemy, no counter attacks really possible, not something people like to see in terms of spectatorship, we want to see people outmanoeuvring each other, not just continually clashing in the centre
3: Not a lot of expansions, the bane of mech is the opposing player being able to take the entire map, never starving out and jusit constantly cost-inefficiently throwing and endless stream of stuff at the mech army until it breaks
4: 3 easily defendable bases leading to 3base turtling

I would in fact go so far as to say that in general, the balance demands of Terran ruin mapmaking, Terran is basically what stops us from making nice huge maps. Zerg and Protoss can deal with that, Terran can't, forcing maps to remain relatively small and straightforward because it would otherwise favour Protoss and Zerg too much against Terran. And I say this as a Terran player, Protoss and Zerg have been given a lot of ways to deal with distance, but Terran hasn't, which is kind of something that is broken. I wouldn't mind a BC warp ability for HotS that at least allows a BC fleet to instantly traverse huge distances, making BC's a bit more attractive anyway. Between recall, nydus worms, warpins and just the generally superior speed of Zerg and Protoss units, Terran cannot keep up on large maps which honestly is bad for the game. Most people like to see epic long games on large maps.

That said, the only pick I like is cracked cell here. I share the criticism that a lot of people have that all the maps look extremely 'standard', repeating the same formula, which is sort of what plagues motm and also a reason I elected not to participate this time (as well as being a shitty team player). Basically, MotM puts people in the jury who won last time, basically propagating that the same style of map gets voted again and again and again, because the people who make those kind of maps win, and then vote on the same kinds of map. I'm personally not a fan of easily securable thirds, bowing down to the need of every Protoss player to demand a forge FE, I consider what some people call 'circle syndrome' a good thing that in general leads to epic back and forth games full of counter attacks, that's all pretty subjective of course, but it would be nice of some maps were chosen that did this kind of stuff, and did it well, rather than picking the same formula over and over again.


On July 20 2012 14:38 Timetwister22 wrote:
In my opinion, the skill difference between those who submitted the lowest quality of maps, and those who submitted the highest quality of maps, is actually quite minor. Learning things such as decent proportions, decent aesthetics, and the basic/standard rules of mapping is not all that difficult. By no means is this skill jump the hardest part of mapping. Rather, going from the highest quality of maps submitted here, to something like Cloud Kingdom or Daybreak is a much more significant and difficult leap in skill. The skill required to make something like Daybreak or Cloud Kingdom requires so much more than knowing how to place a texture, knowing that a nat choke should be ffe friendly, or knowing that a 2p map should at max have 12 bases. It requires a mapper to actually understand the game at a fairly high level, develop something entirely innovative, and to understand when the basic rules of mapping can and cannot be broken or changed.


I honestly don't buy this, professional mapmakers themselves have a loooot of criticism on each other's maps, in some cases I indeed agree. I think Metropolis is broken for the same reason everyone thinks it's broken. I love Cloud Kingdom and think the only thing it could use is a bit more dead space around it because once the third is taken in PvT, T has a pretty hard time still sneaking a drop in on which T sort of depends. In my opinion daybreak leads too much to split map turtle fest and the two forward expansions are too close together which is what that stage of the game seems to revolve around.

However, I am also completely convinced that the difference between very good maps such as CK and Daybreak and 'professional disasters' such as Metropolis and Terminus is simply luck, you can't foresee everything that will perhaps ruin how a map works. When I first saw metro I thought it was cool, I didn't realize back then that the map formation made split maps so common even though they aren't half as common on metalopolis which has a very similar layout, these are just things you can't foresee when you make a map until 100 progames are played on it. I don't think Superouman or Winpark can just recreate the success and nigh on perfection of those maps, you just make a map and it works or it doesn't because you can't foresee everything. CK has a very experimental design and if just a few things were different it could've possibly been a disaster. It's too complex to try to foresee everything, you try some stuff you hope is cool, and it works or it doesn't.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 20 2012 16:45 GMT
#105
On July 21 2012 00:30 SiskosGoatee wrote:
Show nested quote +
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?


1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.


As much as I agree with the rest of your comments, I have to say I like short rush distances and am quite bored with 200/200 easy 3 base no rush 30 minutes macrofests. 1 base play should be as viable as 2 base or 3 base play.
[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!
monitor
Profile Blog Joined June 2010
United States2408 Posts
July 20 2012 16:49 GMT
#106
On July 21 2012 01:45 ArcticRaven wrote:
Show nested quote +
On July 21 2012 00:30 SiskosGoatee wrote:
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?


1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.


As much as I agree with the rest of your comments, I have to say I like short rush distances and am quite bored with 200/200 easy 3 base no rush 30 minutes macrofests. 1 base play should be as viable as 2 base or 3 base play.


One base play should not be anywhere near as viable as expanding. It takes no skill and the game would be really boring then. Rush distance should stay the same. What should change so that there is less turtling is make expos easier to harass. Stuff like cliffs, backdoor paths, etc.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
July 20 2012 16:54 GMT
#107
Yes, we want to reduce all-ins and reduce turtling. It's challenging, because the obvious things to do to reduce one will only make the other worse.
all's fair in love and melodies
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 20 2012 17:06 GMT
#108
I like 1 base allins. They keep the game fresh, the surprise in. I hate PvZ because I know I can just skip ten minutes into the game without missing anything, and love TvT because when you see 1 rax, 1 fact and 1 starport you never know what it's gonna be, but you know there's gonna be action. Imo (and I know it's just mine) the most exciting matchup in the game is zvz because of the mad ling bling wars. There's people like me and people like you, so there needs be maps for everyone. And I don't think there's enough agressive maps 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!
Gfire
Profile Joined March 2011
United States1699 Posts
July 20 2012 17:32 GMT
#109
When I say all-in, I mean stuff that has no transition out of it. It almost always ends the game unless it does just the right amount of damage to where the players are about even afterwards and you can go back to a regular game. I don't mean that players should only fast expand and never be aggressive.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 20 2012 17:36 GMT
#110
On July 21 2012 01:45 ArcticRaven wrote:
Show nested quote +
On July 21 2012 00:30 SiskosGoatee wrote:
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?


1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.


As much as I agree with the rest of your comments, I have to say I like short rush distances and am quite bored with 200/200 easy 3 base no rush 30 minutes macrofests. 1 base play should be as viable as 2 base or 3 base play.

Definitely don't think 1-base play should be nearly as viable. 1-base play, IMO, should be relegated to extreme riskiness to exploit someone's particularly greedy opening, should they open greedy. High-level stuff.

That said, I do agree with the sentiment that it's quite boring to watch 200/200 NR20 games with 3+ bases per player. Third base acquisition should be one of the most pivotal moments in the game, as it determines whether or not a player will be able to establish an optimal economy. Right now, it's mostly deemed a freebie in the community, which is what leads to passive games.

Current map-making styles reflect this sentiment, with third bases being so close that they're practically a second natural.
Twitter: @iamcaustic
monitor
Profile Blog Joined June 2010
United States2408 Posts
July 20 2012 17:52 GMT
#111
On July 21 2012 02:36 stormfoxSC wrote:
Show nested quote +
On July 21 2012 01:45 ArcticRaven wrote:
On July 21 2012 00:30 SiskosGoatee wrote:
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?


1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.


As much as I agree with the rest of your comments, I have to say I like short rush distances and am quite bored with 200/200 easy 3 base no rush 30 minutes macrofests. 1 base play should be as viable as 2 base or 3 base play.

Definitely don't think 1-base play should be nearly as viable. 1-base play, IMO, should be relegated to extreme riskiness to exploit someone's particularly greedy opening, should they open greedy. High-level stuff.

That said, I do agree with the sentiment that it's quite boring to watch 200/200 NR20 games with 3+ bases per player. Third base acquisition should be one of the most pivotal moments in the game, as it determines whether or not a player will be able to establish an optimal economy. Right now, it's mostly deemed a freebie in the community, which is what leads to passive games.

Current map-making styles reflect this sentiment, with third bases being so close that they're practically a second natural.


The 200/200 turtling isn't actually that bad, its just some maps like Daybreak and Antiga that have bad gameplay. We really need maps that discourage turtling and encourage harassment. It would be bad to discourage expanding though, because that is one of the biggest factors in determining the better player as the game goes later and later. Also some maps like Ohana and Entombed are just getting boring- we need some new maps desperately!!!!
https://liquipedia.net/starcraft2/Monitor
Aunvilgod
Profile Joined December 2011
2653 Posts
July 20 2012 17:58 GMT
#112
On July 21 2012 00:30 SiskosGoatee wrote:
I honestly don't buy this, professional mapmakers themselves have a loooot of criticism on each other's maps, in some cases I indeed agree. I think Metropolis is broken for the same reason everyone thinks it's broken. I love Cloud Kingdom and think the only thing it could use is a bit more dead space around it because once the third is taken in PvT, T has a pretty hard time still sneaking a drop in on which T sort of depends. In my opinion daybreak leads too much to split map turtle fest and the two forward expansions are too close together which is what that stage of the game seems to revolve around.

However, I am also completely convinced that the difference between very good maps such as CK and Daybreak and 'professional disasters' such as Metropolis and Terminus is simply luck, you can't foresee everything that will perhaps ruin how a map works. When I first saw metro I thought it was cool, I didn't realize back then that the map formation made split maps so common even though they aren't half as common on metalopolis which has a very similar layout, these are just things you can't foresee when you make a map until 100 progames are played on it. I don't think Superouman or Winpark can just recreate the success and nigh on perfection of those maps, you just make a map and it works or it doesn't because you can't foresee everything. CK has a very experimental design and if just a few things were different it could've possibly been a disaster. It's too complex to try to foresee everything, you try some stuff you hope is cool, and it works or it doesn't.


I completely agree. The best example is again Cloud Kingdom. Superouman might be a great mapper but even he didn´t forsee the choice of the 4ths.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Aunvilgod
Profile Joined December 2011
2653 Posts
July 20 2012 18:01 GMT
#113
On July 21 2012 00:30 SiskosGoatee wrote:
I honestly don't buy this, professional mapmakers themselves have a loooot of criticism on each other's maps, in some cases I indeed agree. I think Metropolis is broken for the same reason everyone thinks it's broken. I love Cloud Kingdom and think the only thing it could use is a bit more dead space around it because once the third is taken in PvT, T has a pretty hard time still sneaking a drop in on which T sort of depends. In my opinion daybreak leads too much to split map turtle fest and the two forward expansions are too close together which is what that stage of the game seems to revolve around.

However, I am also completely convinced that the difference between very good maps such as CK and Daybreak and 'professional disasters' such as Metropolis and Terminus is simply luck, you can't foresee everything that will perhaps ruin how a map works. When I first saw metro I thought it was cool, I didn't realize back then that the map formation made split maps so common even though they aren't half as common on metalopolis which has a very similar layout, these are just things you can't foresee when you make a map until 100 progames are played on it. I don't think Superouman or Winpark can just recreate the success and nigh on perfection of those maps, you just make a map and it works or it doesn't because you can't foresee everything. CK has a very experimental design and if just a few things were different it could've possibly been a disaster. It's too complex to try to foresee everything, you try some stuff you hope is cool, and it works or it doesn't.


I completely agree. The best example is again Cloud Kingdom. Superouman might be a great mapper but even he didn´t forsee the choice of the 4ths.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
monitor
Profile Blog Joined June 2010
United States2408 Posts
July 20 2012 18:04 GMT
#114
On July 21 2012 03:01 Aunvilgod wrote:
Show nested quote +
On July 21 2012 00:30 SiskosGoatee wrote:
I honestly don't buy this, professional mapmakers themselves have a loooot of criticism on each other's maps, in some cases I indeed agree. I think Metropolis is broken for the same reason everyone thinks it's broken. I love Cloud Kingdom and think the only thing it could use is a bit more dead space around it because once the third is taken in PvT, T has a pretty hard time still sneaking a drop in on which T sort of depends. In my opinion daybreak leads too much to split map turtle fest and the two forward expansions are too close together which is what that stage of the game seems to revolve around.

However, I am also completely convinced that the difference between very good maps such as CK and Daybreak and 'professional disasters' such as Metropolis and Terminus is simply luck, you can't foresee everything that will perhaps ruin how a map works. When I first saw metro I thought it was cool, I didn't realize back then that the map formation made split maps so common even though they aren't half as common on metalopolis which has a very similar layout, these are just things you can't foresee when you make a map until 100 progames are played on it. I don't think Superouman or Winpark can just recreate the success and nigh on perfection of those maps, you just make a map and it works or it doesn't because you can't foresee everything. CK has a very experimental design and if just a few things were different it could've possibly been a disaster. It's too complex to try to foresee everything, you try some stuff you hope is cool, and it works or it doesn't.


I completely agree. The best example is again Cloud Kingdom. Superouman might be a great mapper but even he didn´t forsee the choice of the 4ths.


Yes he did, that's how he and the team designed the map. Notice how BW mapmakers are all the same guys, because they're the best ones out there?
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
July 20 2012 18:09 GMT
#115
On July 21 2012 02:52 monitor wrote:
Show nested quote +
On July 21 2012 02:36 stormfoxSC wrote:
On July 21 2012 01:45 ArcticRaven wrote:
On July 21 2012 00:30 SiskosGoatee wrote:
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?


1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.


As much as I agree with the rest of your comments, I have to say I like short rush distances and am quite bored with 200/200 easy 3 base no rush 30 minutes macrofests. 1 base play should be as viable as 2 base or 3 base play.

Definitely don't think 1-base play should be nearly as viable. 1-base play, IMO, should be relegated to extreme riskiness to exploit someone's particularly greedy opening, should they open greedy. High-level stuff.

That said, I do agree with the sentiment that it's quite boring to watch 200/200 NR20 games with 3+ bases per player. Third base acquisition should be one of the most pivotal moments in the game, as it determines whether or not a player will be able to establish an optimal economy. Right now, it's mostly deemed a freebie in the community, which is what leads to passive games.

Current map-making styles reflect this sentiment, with third bases being so close that they're practically a second natural.


The 200/200 turtling isn't actually that bad, its just some maps like Daybreak and Antiga that have bad gameplay. We really need maps that discourage turtling and encourage harassment. It would be bad to discourage expanding though, because that is one of the biggest factors in determining the better player as the game goes later and later. Also some maps like Ohana and Entombed are just getting boring- we need some new maps desperately!!!!

I agree expanding should be encouraged - but not easy. The struggle to get up the expansion and defend it is the exciting part, not so much what they do with the economy once they have it (although that's interesting too.)

all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 20 2012 19:00 GMT
#116
On July 21 2012 03:09 Gfire wrote:
Show nested quote +
On July 21 2012 02:52 monitor wrote:
On July 21 2012 02:36 stormfoxSC wrote:
On July 21 2012 01:45 ArcticRaven wrote:
On July 21 2012 00:30 SiskosGoatee wrote:
On July 19 2012 02:54 U_G_L_Y wrote:
I like mech because I cannot have more than 150 APM on my best days... More than 50% of these maps are an auto loss because there is no way to secure a third base before 15 minutes TvZ. But since about 50% of my ladder matches are vs , I guess I can't reasonably expect less than 50% of cartographers to be Zerg.

You are all just BEGGING me to veto these maps if they ever make it to ladder or just straight up cheese. ) How is THAT for an "interesting and dynamic map," huh?


1: Short rush distance, I don't think anyone likes to see this in a map, but it's good for mech play.


As much as I agree with the rest of your comments, I have to say I like short rush distances and am quite bored with 200/200 easy 3 base no rush 30 minutes macrofests. 1 base play should be as viable as 2 base or 3 base play.

Definitely don't think 1-base play should be nearly as viable. 1-base play, IMO, should be relegated to extreme riskiness to exploit someone's particularly greedy opening, should they open greedy. High-level stuff.

That said, I do agree with the sentiment that it's quite boring to watch 200/200 NR20 games with 3+ bases per player. Third base acquisition should be one of the most pivotal moments in the game, as it determines whether or not a player will be able to establish an optimal economy. Right now, it's mostly deemed a freebie in the community, which is what leads to passive games.

Current map-making styles reflect this sentiment, with third bases being so close that they're practically a second natural.


The 200/200 turtling isn't actually that bad, its just some maps like Daybreak and Antiga that have bad gameplay. We really need maps that discourage turtling and encourage harassment. It would be bad to discourage expanding though, because that is one of the biggest factors in determining the better player as the game goes later and later. Also some maps like Ohana and Entombed are just getting boring- we need some new maps desperately!!!!

I agree expanding should be encouraged - but not easy. The struggle to get up the expansion and defend it is the exciting part, not so much what they do with the economy once they have it (although that's interesting too.)


My sentiments exactly. When I say making the third a pivotal moment in the game, I don't mean making 2-base play easier than trying to take a third -- rather they should be equal, allowing the better player to win with their chosen strategy, be it expand/macro or 2-base timing.
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-07-20 19:58:02
July 20 2012 19:55 GMT
#117
On July 21 2012 03:04 monitor wrote:
Notice how BW mapmakers are all the same guys, because they're the best ones out there?
Their fame might have carrier them over, but let's face it, a lot of these people are one hit wonders. These guys all made a lot of maps, and only a few have caught on in the tournament scene. I absolutely do not intend this personally, but Korhal Compound did not catch on at all in the tournament scene despite being promoted heavily by being on the ladder for a while. I'm not sure if you expected the problems with the third and the difficulty of defending it, the fact that a TE had to be made sort of indicates that a lot happened with that map that was not foreseen.

While the GSL mapmakers have multiple maps used. Let's face it, a lot of people agree there are a lot of problems with these maps and the only reason they are used is because the GSL heavily promotes them. I doubt metropolis and terminus and TDA and Crevasse or Bel'Shir beach would've seen much use without the GSL basically forcing them to be popular, most people agree that they are pretty bad maps. The GSL basically commissioned from these guys only for some reason for a long while and forced maps which are controversial at best to be used in the tournament scene by it, I doubt these maps would've become popular on their own because they aren't that good, Daybreak stands out contrasting strongly as a map without major flaws.

Fame keeps fame alive. Let's face it, what makes a great map is almost random. CK is a great map, but I don't think Cherno would ever see a lot of popularity, especially in the earliest posted form. Apart from that, I'd to say that GSL has a bizarre proclivity to keep absolutely terrible maps in the rotation for extremely long, I'm looking at you Crossfire.

On July 21 2012 03:09 Gfire wrote:

I agree expanding should be encouraged - but not easy. The struggle to get up the expansion and defend it is the exciting part, not so much what they do with the economy once they have it (although that's interesting too.)

One of the few things I actually enjoy more about SC2 than BW is the fact that expanding is harder, or at least used to be. I don't like the fact that people nowadays just blindly go 1rax FE, 1gate FE, hatch first, gasless third whatever. This is one of the things I enjoy most about PvP that expanding is actually a decision, rather than a build order.

WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-20 20:13:40
July 20 2012 20:12 GMT
#118
On July 21 2012 04:55 SiskosGoatee wrote:
While the GSL mapmakers have multiple maps used. Let's face it, a lot of people agree there are a lot of problems with these maps and the only reason they are used is because the GSL heavily promotes them. I doubt metropolis and terminus and TDA and Crevasse or Bel'Shir beach would've seen much use without the GSL basically forcing them to be popular, most people agree that they are pretty bad maps. The GSL basically commissioned from these guys only for some reason for a long while and forced maps which are controversial at best to be used in the tournament scene by it, I doubt these maps would've become popular on their own because they aren't that good, Daybreak stands out contrasting strongly as a map without major flaws.

I don't think this is true. At the time they came out, those maps were the best we had ever seen. We didn't know they were bad, and we used them because they were "good" at the time. The GSL mappers were the first to really try to make good maps, as they were the first to have the ability to use them in actual pools. However, I think now things have changed and everyone else has been trying to make good maps as well, now that we have a more solid set of standards.

I don't think that all these maps are really all that good, but I feel maps in the future (those which are currently in progress) will be far better, but these are still a step up from some of the really old ladder maps. The problem is maps aren't rotated quickly enough. We just don't see quite enough maps in total, which also means we don't want to use a map unless we are super sure that it's really good, cause it will probably be around for a long time.

edited for clarity.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 20 2012 20:23 GMT
#119
On July 21 2012 05:12 Gfire wrote:
Show nested quote +
On July 21 2012 04:55 SiskosGoatee wrote:
While the GSL mapmakers have multiple maps used. Let's face it, a lot of people agree there are a lot of problems with these maps and the only reason they are used is because the GSL heavily promotes them. I doubt metropolis and terminus and TDA and Crevasse or Bel'Shir beach would've seen much use without the GSL basically forcing them to be popular, most people agree that they are pretty bad maps. The GSL basically commissioned from these guys only for some reason for a long while and forced maps which are controversial at best to be used in the tournament scene by it, I doubt these maps would've become popular on their own because they aren't that good, Daybreak stands out contrasting strongly as a map without major flaws.

I don't think this is true. At the time they came out, those maps were the best we had ever seen. We didn't know they were bad, and we used them because they were "good" at the time. The GSL mappers were the first to really try to make good maps, as they were the first to have the ability to use them in actual pools. However, I think now things have changed and everyone else has been trying to make good maps as well, now that we have a more solid set of standards.

I don't think that all these maps are really all that good, but I feel maps in the future (those which are currently in progress) will be far better, but these are still a step up from some of the really old ladder maps. The problem is maps aren't rotated quickly enough. We just don't see quite enough maps in total, which also means we don't want to use a map unless we are super sure that it's really good, cause it will probably be around for a long time.

edited for clarity.

That's one of my favourite things about the Korean Weekly, the ability to quickly and easily swap maps in the pool through the course of a season (on top of getting good play data for the maps you guys make).
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
July 20 2012 20:37 GMT
#120
On July 21 2012 05:12 Gfire wrote:
Show nested quote +
On July 21 2012 04:55 SiskosGoatee wrote:
While the GSL mapmakers have multiple maps used. Let's face it, a lot of people agree there are a lot of problems with these maps and the only reason they are used is because the GSL heavily promotes them. I doubt metropolis and terminus and TDA and Crevasse or Bel'Shir beach would've seen much use without the GSL basically forcing them to be popular, most people agree that they are pretty bad maps. The GSL basically commissioned from these guys only for some reason for a long while and forced maps which are controversial at best to be used in the tournament scene by it, I doubt these maps would've become popular on their own because they aren't that good, Daybreak stands out contrasting strongly as a map without major flaws.

I don't think this is true. At the time they came out, those maps were the best we had ever seen. We didn't know they were bad, and we used them because they were "good" at the time. The GSL mappers were the first to really try to make good maps, as they were the first to have the ability to use them in actual pools. However, I think now things have changed and everyone else has been trying to make good maps as well, now that we have a more solid set of standards.

I don't think that all these maps are really all that good, but I feel maps in the future (those which are currently in progress) will be far better, but these are still a step up from some of the really old ladder maps. The problem is maps aren't rotated quickly enough. We just don't see quite enough maps in total, which also means we don't want to use a map unless we are super sure that it's really good, cause it will probably be around for a long time.

edited for clarity.
I don't know, I'd like to think that people made good maps before that already, they just weren't promoted and didn't get out because tournaments made ladder maps.

I also don't think that Terminus is better or worse than Steppes of War, they are both awful, in completely opposite ways. Metalopolis is a better map Terminus was and has been used in tournaments far longer.

The maps a lot of GSL mapmakers currently make also continue to baffle me sometimes. I think most people agree that metropolis needs to go. I'd also rather just have a much larger mappool with an extensive veto system, say you have a 20 map pool and let each player veto 7 maps and draw the maps to be used for the match in the GSL from that. They still have their week of time to study and prepare for the choice. Bigger map pools for tournaments means more exposure for new maps. They can also throw like one or two radical maps into that, if players don't like them, they will be vetoed, if they do like them, they won't be.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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