TeamLiquid Mapping Contest #2 - Page 13
Forum Index > SC2 Maps & Custom Games |
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Plexa
Aotearoa39261 Posts
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SiskosGoatee
Albania1482 Posts
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The_Templar
your Country52797 Posts
On April 27 2013 07:32 FlyingBeer wrote: It's 1.5 day. Everything you say and do must be multiplied by 1.5. Didn't you get the memo, Templar? Snap it must have been lost in the mail. Fortunately I turned a 8 base map into a 12 base map for submission, lol | ||
SiskosGoatee
Albania1482 Posts
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Randomaccount#77123
United States5003 Posts
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SiskosGoatee
Albania1482 Posts
Having said that, the obvious cause for this disparency is that the moderators are not operating in unison. One thinks it should be a new topic, the other thinks it should stay in here. | ||
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The_Templar
your Country52797 Posts
On April 28 2013 00:34 SiskosGoatee wrote: Gonna have to agree with Barrin here, it's pretty asinine, I had a lot of pms from other people who commented on the peculiar situation. We can't do it in this thread, we can't open a new thread, so I guess we're forbidden from discussing this topic publicly at all while it's extremely material to not only this contest but the entire mapping scene. Having said that, the obvious cause for this disparency is that the moderators are not operating in unison. One thinks it should be a new topic, the other thinks it should stay in here. The only solution that solves everyone's problems is to create a subforum that only mapmakers can post in. On a more serious note, I think that thread should be re-opened because that is the correct way to discuss such an issue. | ||
Randomaccount#77123
United States5003 Posts
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Plexa
Aotearoa39261 Posts
On April 28 2013 00:23 Barrin wrote: Lol... the other thread that Siskos kindly opened to discuss this got closed by KadaverBB who told us it never should have left this thread. And now you're telling us that it can't be here and that we should keep it to PM's? Keep it to PM's? Are you serious? The one topic that this mapmaking community really needs to talk about? I hope you meant make another thread with a better OP. On April 28 2013 00:34 SiskosGoatee wrote: Gonna have to agree with Barrin here, it's pretty asinine, I had a lot of pms from other people who commented on the peculiar situation. We can't do it in this thread, we can't open a new thread, so I guess we're forbidden from discussing this topic publicly at all while it's extremely material to not only this contest but the entire mapping scene. Having said that, the obvious cause for this disparency is that the moderators are not operating in unison. One thinks it should be a new topic, the other thinks it should stay in here. On April 28 2013 00:38 The_Templar wrote: The only solution that solves everyone's problems is to create a subforum that only mapmakers can post in. On a more serious note, I think that thread should be re-opened because that is the correct way to discuss such an issue. On April 28 2013 00:44 Barrin wrote: The status quo is being maintained, it's not for us to question. ![]() If you have issues with how the forum is moderated please discuss this in Website Feedback, not this thread. Let's not derail this contest thread anymore please. | ||
TheFish7
United States2824 Posts
![]() Aiur + Show Spoiler + And I would like to submit this map.... but I'm not sure if it will be allowed since it has 4 6m1hyg bases. + Show Spoiler + http://www.teamliquid.net/forum/viewmessage.php?topic_id=404538 | ||
Kruxxen
United States149 Posts
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SiskosGoatee
Albania1482 Posts
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Silithas
3 Posts
Your maps download link Do you have to publish it for this? or is it in the editor? | ||
ZigguratOfUr
Iraq16955 Posts
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Plexa
Aotearoa39261 Posts
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Silithas
3 Posts
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Plexa
Aotearoa39261 Posts
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Silithas
3 Posts
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MarlieChurphy
United States2063 Posts
I would really like to see a hybrid map in the map pool even if it does turn out to be horribly imbalanced, at the very least the map will just be removed from the pool, but at the most we can discover new strategies, have interesting fresh new games, and even possibly get a patch on previously unrealized potential of air units or racial timings. There are a number of gimmicks to make hybrid maps and island maps: Mineral walls that mine out later in the game to turn into a land map. Destructible walls. Strictly island (no building outside bases) map. Plateau maps (can build outside bases after drop), and/or low ground is all connected. 3-4 start location maps that have at least 2 spots connected by ground, and the remaining being individual island. Low count mineral blocks to stop terran CC floating imbalance. (although this would have to be changed to 30+ because of orbital SCV loading) Regular land map with Island expansions. I think the closest we had to any of this in SC2 has been Desert Oasis and Scrapyard? Those maps were terrible though /: | ||
SiskosGoatee
Albania1482 Posts
On April 28 2013 19:29 MarlieChurphy wrote: I disagree, the original Blizzard maps all had this stuff. The original Blizzard maps were very varied in terms of layout:A lot of the development in strategy in BW had to do with map variance and maps with little gimmicks. This includes air and hybrid maps. For whatever reason, there are zero of these maps in SC2 and blizzard totally disregarded this aspect of balance in the game. Desert Oasis: Short air rush distance, long by ground Scrap Station, same idea but done in a different way, back door into the natural, ground rush distance could be reduced Kulas Ravine: Inbase natural to which you had to break rocks to get to it, ledge overlooking the other natural for which you had to break rocks to reach it. Incineration/Steppes: Ridiculously short rush distance Jungle Basin: Inbase natural with backdoor rocks leading to them Blistering Sands: Backdoor into your main blocked by rocks Sure, some of these maps were imbalanced, but by far not all, and most that were were not nearly as imbalanced as Whirlwind which has been in the GSL since forever now. But people didn't want them. They have spoken, they wanted every map to be the same exactly because they didn't want to have to use diffferent strats on every map and play to the map, they wanted to play their 1 rax FE on every single map on the ladder. I personally like a variety of rush and macro maps as well as maps which feature a little bit of 'broken'. The point about droppable ledges over bases and what not is that even if they are a little bit broken, they are strategically broken and imbalanced. this creates interesting and tense games where people are forced to find creative ways to deal with it, and people often found creative ways to deal with such imbalances. the thing about infestor/brood at the end of WoL was that it wasn't strategically broken, it was just broken, same with Whirldwind, Zerg doesn't need to rely on some super specific strat to make Whirlwind broken, Whirlwind is just Z favoured whatever Z does. Which doesn't create nearly as interesting emergent gameplay from T to deal with it. Because there is nothing special you can do to hardcounter that super specific strat that is op only on whirlwind like a tank drop on that ledge. I would really like to see a hybrid map in the map pool even if it does turn out to be horribly imbalanced, at the very least the map will just be removed from the pool, but at the most we can discover new strategies, have interesting fresh new games, and even possibly get a patch on previously unrealized potential of air units or racial timings. I concur, I'd like to see more varied maps in tournaments but simply more vetos. Say you have 9 maps but 3 vetos and you just assume that 2-3 maps are going to be ZvP imbalanced. Then every P will just veto these maps against Z but if they are still balanced in TvZ they will still be played there on in ZvZ and TvT and TvP, done deal honsetly.In this way you can also make maps knowing that they will be imbalanced in ZvT but fine in PvT and PvZ for instance because every T will just veto them against Z. Like Whirldwind. Whirlwind is a fine map for PvT and PvZ but it's horribly imbalanced in ZvT. | ||
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