Props to everyone who submitted a map (regardless of if it made it this far or not) and good luck to everyone with a chance to win!
TeamLiquid Map Contest Finalists - Page 13
Forum Index > SC2 Maps & Custom Games |
y0su
Finland7871 Posts
Props to everyone who submitted a map (regardless of if it made it this far or not) and good luck to everyone with a chance to win! | ||
IronManSC
United States2119 Posts
http://www.twitch.tv/esvision/c/2315889 Maps seen today on stream: -Strangewood Mire -Breeze (FFA) -Ravage -Keru -Electric Circuit | ||
EatThePath
United States3943 Posts
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Lunareste
United States3596 Posts
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DaCruise
Denmark2457 Posts
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Qikz
United Kingdom12022 Posts
Also I'd just like to say to the specs of that game, the reason why I didn't get vikings early, is they're for all intents and purposes, not as good as ravens. Ravens beat BL/Corrupter on their own and vipers are dealt with with turrets (and also having a large tank count that's pretty much unbreakable). Maybe when I'm a little bit better I'll write a guide up for my TvZ style since when I don't make mistakes or I'm used to a map my games end up pretty cool. Either way I really enjoyed the map itself and although it did stalemate like that, I really enjoyed all the little positions I could take to set up and what have you. I was going to transition into BCs much sooner but I kept spending all the supply :p | ||
a176
Canada6688 Posts
On May 22 2013 01:48 a176 wrote: Based on Maps posted in TLMC thread What are some of the maps you feel "stand out" ? These maps aren't necessarily "solid maps", but they have some unique quirks that I feel should be appreciated. While most of this map is fairly basic, its the combined townhall+ramp design that really stands out. At first, you would obviously think this is designed for Protoss with MSC, but it also offers benefits to the other races; Zerg can "wall" with the hatch, and there's some room to put a crawler on the high ground for forward static defense, and terran can literally do a fast and safe rax-cc expand on such a smaller map. Some criticisms include the lack of dynamic terrain, its a fairly flat and open map, and the center attack path is perhaps too direct. Here, you can obviously see the very open and exposed expansions. Though being exposed, I feel Scorp did a good job with the pathing and creating chokes to greatly help the defender. There types of maps I favor because you must be "active" on the map, rather than the sit-around-and-react type of playstyle. The map makes good use of minimizing airspace. This map looks fairly run of the mill, but to appreciate this map you have to have a little history of maps dating back to even BW. In particular the design of the 3/9 oclock bases give off a heavy BW feel. In addition, the two elevated paths beside these bases as well. Personally I feel the center path is a bit too choked, and the paths leading into the nats also. What I specifically want to point out in this map is the use of the 'forward' third. That is an early base which doesn't straddle the exterior the map and in this case is very much exposed. Further to this there is no direct route to the 3/9oclock fourth base. The design of both the third and fourth forces a player to defend out on the map rather than in or near the base. Though I feel for the rest of the map, it is perhaps just a tad on the large size. Theres alot of empty terrain on the top/bottom of this map, and through the center attack path, and a large empty pocket of airspace at the main/third. The center of this map is what makes it fairly unique. The kind of zigzag would make for very enjoyable games for players who can split their armies and successfully pull off flanking moves. Though a big issue with the map is how constricted this center terrain is. There's large amounts of terrain to use outside of this, which would promote people to defend, rather than attack, having the defenders advantage in both army resupply and army positioning thanks to the very thin corridors in the center. A slight enlargening of the center to accommodate medium to large army sizes would do wonders. I wanted to just point out this map for Sidian doing an amazing job putting some fresh life into mirror symmetry maps. Obviously it is a magnificent and beautiful map. The third, fourth, fifth bases are wonderfully designed. My criticisms lie in the top part of this map. the design of the top base being an island really detracts from the zerg matchups, as both terran and protoss have units that can easily access or defend this base (blink, colossus, dropship, even pylons). I think one or two more bases up here would be great. Will try to get a 'finalists' opinion in the coming days. | ||
wrl
United States209 Posts
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Purpose88
Germany137 Posts
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-NegativeZero-
United States2141 Posts
On May 22 2013 16:02 wrl wrote: Yeonsu, Insidious, and Electric Circuit are 3 of my favorites, but can someone link me to an explanation as to why Ravage is good? I think it is totally out of its league compared to the other finalists. A lot of people seem to like it, but I haven't heard a compelling argument as to why it should even be considered. Sure it is all around solid, but so were 50 other maps submitted. Insidious has many of the same concepts yet seems to do all of them better. Someone help me out here??? Probably just because it's an ESV map and it's made by IronMan. Personally I thought Ohana was highly overrated as well - both Ohana and Ravage have very linear expansion patterns, and close 3rds make it easy to turtle (especially in the case of Ohana). | ||
dswarm
United States73 Posts
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ScorpSCII
Denmark499 Posts
On May 22 2013 16:02 wrl wrote: Yeonsu, Insidious, and Electric Circuit are 3 of my favorites, but can someone link me to an explanation as to why Ravage is good? I think it is totally out of its league compared to the other finalists. A lot of people seem to like it, but I haven't heard a compelling argument as to why it should even be considered. Sure it is all around solid, but so were 50 other maps submitted. Insidious has many of the same concepts yet seems to do all of them better. Someone help me out here??? This is totally not directed at Ironman, but tbh I share the same thought. | ||
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BisuDagger
Bisutopia19152 Posts
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LoveTool
Sweden143 Posts
On May 22 2013 03:40 monk wrote: Btw, we'll be playing TLMC maps throughout the day in channel TLMC on NA. Featuring a mini-tournament. Come play or obs if you'd like. Cool. If someone would organize something like this on EU I would play, tonight. | ||
lefix
Germany1082 Posts
On May 22 2013 23:04 LoveTool wrote: Cool. If someone would organize something like this on EU I would play, tonight. Global Play FTW ![]() | ||
IronManSC
United States2119 Posts
On May 22 2013 17:57 -NegativeZero- wrote: Probably just because it's an ESV map and it's made by IronMan. Personally I thought Ohana was highly overrated as well - both Ohana and Ravage have very linear expansion patterns, and close 3rds make it easy to turtle (especially in the case of Ohana). Jß With that logic, that means in TLMC3, lefix, timetwister and meerel will get chosen again unanimously, right? | ||
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LainRivers
United States36 Posts
On May 22 2013 16:02 wrl wrote: Yeonsu, Insidious, and Electric Circuit are 3 of my favorites, but can someone link me to an explanation as to why Ravage is good? I think it is totally out of its league compared to the other finalists. A lot of people seem to like it, but I haven't heard a compelling argument as to why it should even be considered. Sure it is all around solid, but so were 50 other maps submitted. Insidious has many of the same concepts yet seems to do all of them better. Someone help me out here??? IMO it's because it's one of the most familiar and solid looking standard maps, along with yeonsu being the next closest standard map. So it's no surprise many people will like it. It's arguably one of the better aesthetically pleasing map, boosting it even higher on the likability list | ||
FlyingBeer
United States262 Posts
On May 23 2013 00:29 IronManSC wrote: Jß With that logic, that means in TLMC3, lefix, timetwister and meerel will get chosen again unanimously, right? I believe everyone who was selected in TLMC 1 who submitted to TLMC 2 also got selected again. Grebliv didn't submit, right? It's not a stretch to believe that's what's going to happen. | ||
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LainRivers
United States36 Posts
On May 23 2013 01:28 FlyingBeer wrote: I believe everyone who was selected in TLMC 1 who submitted to TLMC 2 also got selected again. Grebliv didn't submit, right? It's not a stretch to believe that's what's going to happen. People with the superior mapping skills are picked often? Blasphemy. There were plenty of solid maps from other more reputable mappers that also didn't get picked, that's life. | ||
chuky500
France473 Posts
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