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TeamLiquid Map Contest Finalists - Page 10

Forum Index > SC2 Maps & Custom Games
315 CommentsPost a Reply
Prev 1 8 9 10 11 12 16 Next All
shin_toss
Profile Joined May 2010
Philippines2589 Posts
May 20 2013 23:26 GMT
#181
Koprulu interesting hehe. They also should make a map that has a mineral patch block backdoor with like 30 minerals in it like that one map in BW keke
AKMU / IU
evergreensc
Profile Joined December 2012
United States268 Posts
May 20 2013 23:32 GMT
#182
A lot of these look really good but the only one I'm actually excited to play on is ESV Ravage by IronManSC. CruX Frost by Semmo looks really pretty but I'm not a huge fan of the strategic layout.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 20 2013 23:42 GMT
#183
Oh shoot :/ oh well i'll get a better luck next time :p

3 maps by lefix and mereel, wow that's quite an achievement guys. And for the other maps i must say that i'm trilled to have some good quality maps on the ladder ^^ but i hope they don't last too long in it (IE Cloud Kingdom, daybreak, etc) and blizz/TL start doing this contest more often (around 2 seasons or so)
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
May 21 2013 00:34 GMT
#184
On May 21 2013 04:54 monk wrote:
Blizzard specifically said to pick maps that will shake up the metagame. That is what we did. There were some maps that we knew wouldn't work, no matter what the modifications, that were submitted. Those did not make it. The judges in this contest, most of whom are very high level players, deemed that these "risks" had a good chance of being successful. In the near future, we will be testing these maps both in lots of private games and the TLOpen. Should these "risks" be too drastic, we can simply make some modifications. For example, how hard is it really to turn the low ground main on Keru into high ground? Also, I'll note that Keru probably would have made it even if the main were originally high ground.


This makes a hell of a lot more sense to me than:
"Maps which encourage the metagame to develop in interesting ways will most likely score well."

When the guidelines were listed, I assumed that was something team liquid had devised based on the repeated use of the word "we" instead of saying Blizzard. I assumed the judges would end up choosing maps that were a lot like the ones from TLMC 1. Boy was I way off in that assessment.
VirtuallyJesse
Profile Joined February 2011
United States398 Posts
May 21 2013 00:35 GMT
#185
Koprulu and Yeonsu, yes pls. Nice work to all, can't wait to see these in action. ^^
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
May 21 2013 00:35 GMT
#186
I actually like that a few of the maps are at least dabbling with collapsible rocks. Yeah we all laughed when their inclusion in HotS was first announced and thought they were really gimmicky (because lets be honest, they kind of are) but I think they have a lot of potential. They do work really well for their intended purpose on Akilon and could probably be one way of tackling the criticism that thirds are now too easy to take/hold. Guess we'll see, looking forward to giving these a go and seeing if any will eventually make it to ladder.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-05-21 00:43:05
May 21 2013 00:42 GMT
#187
I hate how liberally the term "gimmick" is thrown around mapping circles. "Gimmick" should only be applied to something that adds absolutely nothing to the map other than to look cool or be there for the sake of being different.

Something that adds strategic options to the game that can have real impact on its outcome such as rock towers (assuming they aren't placed retardedly) aren't gimmicky.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
BitWise19
Profile Joined March 2013
United States2 Posts
May 21 2013 01:10 GMT
#188
Insidious is a no-go for sure. Mutas would make it way too easy to lock down 5 base for zerg.
Sarah rocks
pseudocalm
Profile Joined October 2010
Canada98 Posts
May 21 2013 01:27 GMT
#189
IronManSC makes good maps, Ravage ftw.
I'd put my sensor tower in her minimap
Qikz
Profile Blog Joined November 2009
United Kingdom12071 Posts
Last Edited: 2013-05-21 01:42:15
May 21 2013 01:41 GMT
#190
Out of all of them that I've played I think I loved Electric Circuit, Keru and Korpulu the most. Although as a meching terran I had a lot of issue against warp prisms against toss on Electric Circuit. I think I need more games/practice on it though and it's certainly not broken.

The other big issue I have with it is it feels that 3-4 gate pressure can destroy the back rocks far too easily, maybe that was me playing badly though.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 21 2013 02:16 GMT
#191
How amazing would SC2 be if the TLMC finalists was the current tournament map pool? =D

Nice job everybody! lol @ mereel

On May 20 2013 22:02 Samro225am wrote:
Show nested quote +
On May 20 2013 21:55 MLuneth wrote:
Will these be on all regions?



Show nested quote +
On May 20 2013 21:59 Dr.Sin wrote:
Blizzard should make it easier to find these maps on Bnet.


If it works like TLMC (1), you can expect all maps being uploaded to all regions right now! They should be easy to find by searching for TLMC later today.

He's right though, these should be featured on the home screen news or something. And they should all be highlighted in the custom games tab.

btw congratz samro
Comprehensive strategic intention: DNE
tenklavir
Profile Joined November 2010
Slovakia116 Posts
Last Edited: 2013-05-21 02:18:04
May 21 2013 02:17 GMT
#192
Khalim's Will is missing a mineral cluster in the normal expansion for the 2 o'clock base. It has 7 clusters while the natural for the 8 o'clock base other has 8
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 21 2013 03:25 GMT
#193
Congrats to the finalists, I would have picked a lot of the same maps if I were judging! My favorites are TPW Mooniacs, CruX Breeze, and ESV Insidious. I think each of these maps offers something new to their respective matches without having any features that are too out there or crazy (My maps were probably all a little too crazy! )

The ones I would question, and perhaps I am missing something? But ESV Emrel Coast seems extremely Terran favored with those island expansions and small ramps.
TPW Mystic is interesting, but I really don't see the attraction of having two 1v1s play out on the same map at the same time. The reason being that on ladder, you will sometimes get a gold/gold team versus a silver/platinum team. Its obvious what the outcome will be in left v right games... the platinum will be last man standing. It also generally discourages team play.

Anyway, not trying to be the party pooper but those are my thoughts.
~ ~ <°)))><~ ~ ~
Timetwister22
Profile Joined March 2011
United States538 Posts
May 21 2013 03:32 GMT
#194
On May 21 2013 12:25 TheFish7 wrote:
The ones I would question, and perhaps I am missing something? But ESV Emrel Coast seems extremely Terran favored with those island expansions and small ramps.


Hell yeah, free islands are awesome. But mostly just did that so all races could take safe expos. Brings something different to 2s. Terran does have it best, but w/e. Team games are for fun, and islands are fun ^^
Former ESV Mapmaker | @Timetwister22
BlackPride
Profile Joined July 2012
United States186 Posts
May 21 2013 04:11 GMT
#195
Keru just looks like a bad Cloud Kingdom. I really like the Brood War influences in the other maps like low-ground mains and double sided bases. Way Cool.
I've never waited in line at the DMV [YVNG]
casualman
Profile Joined April 2010
United States1198 Posts
May 21 2013 04:12 GMT
#196
I'm really liking the way Electric Circuit and Ravage look.
GuMiho <3
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 21 2013 04:29 GMT
#197
On May 21 2013 09:34 FlyingBeer wrote:
Show nested quote +
On May 21 2013 04:54 monk wrote:
Blizzard specifically said to pick maps that will shake up the metagame. That is what we did. There were some maps that we knew wouldn't work, no matter what the modifications, that were submitted. Those did not make it. The judges in this contest, most of whom are very high level players, deemed that these "risks" had a good chance of being successful. In the near future, we will be testing these maps both in lots of private games and the TLOpen. Should these "risks" be too drastic, we can simply make some modifications. For example, how hard is it really to turn the low ground main on Keru into high ground? Also, I'll note that Keru probably would have made it even if the main were originally high ground.


This makes a hell of a lot more sense to me than:
"Maps which encourage the metagame to develop in interesting ways will most likely score well."

When the guidelines were listed, I assumed that was something team liquid had devised based on the repeated use of the word "we" instead of saying Blizzard. I assumed the judges would end up choosing maps that were a lot like the ones from TLMC 1. Boy was I way off in that assessment.

Hi Flyingbeer (and fatam). I do appreciate that with the comment about the 'metagame development' and 'suitable for ladder' may have been misleading given the maps that won in TLMC1. But really, the only map which is really pushing the 'suitable for ladder' rule is Koprulu/Mystic and the reason that we decided to give it the go ahead was the email that monk is referencing that came in nearing the end of the contest. The other reason we were more willing to give more experimental maps the go ahead without alteration (e.g. Keru) is because HotS is new and overall the map pool is a lot healthier than when we ran TLMC1. There isn't a need for another daybreak clone to be added to the map pool, the game needs to test the boundaries with regard to mapping to see where concepts can be used or not used in the future.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 21 2013 05:17 GMT
#198
On May 21 2013 11:17 tenklavir wrote:
Khalim's Will is missing a mineral cluster in the normal expansion for the 2 o'clock base. It has 7 clusters while the natural for the 8 o'clock base other has 8

Thanks, this has been fixed.
Administrator~ Spirit will set you free ~
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
May 21 2013 06:43 GMT
#199
Khalim's Will
Strangewood Mire
Yeonsu

- These three are the ones I like the most, and seem to have the most interesting ideas.
The heart's eternal vow
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
Last Edited: 2013-05-21 07:38:51
May 21 2013 07:38 GMT
#200
I like new maps, it always makes things more interesting when playing.
Huge congrats to the finalists also huge props to TL for doing this!
Moderatorlickypiddy
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