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TLMC Map Analysis - Page 2

Forum Index > SC2 Maps & Custom Games
50 CommentsPost a Reply
Prev 1 2 3 Next All
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
Last Edited: 2013-06-06 05:51:46
June 06 2013 05:50 GMT
#21
I love the aesthetics of Yeonsu, however the 2 watch towers cover every ground attack path which immediately makes it terrible. You compare it to Cloud Kingdom yet CK had attack paths that weren't covered by a watch tower. With Yeonsu there are NO enemy bases you can attack by ground without traveling through watch tower vision. I'm going to call it now this map will be extremely Zerg favored.

Now hopefully by Friday tournament statistics will be out to support (or debunk) my claim.
Team Liquid needs more Terrans.
althaz
Profile Joined May 2010
Australia1001 Posts
June 06 2013 06:17 GMT
#22
On June 06 2013 14:18 CrEiK wrote:
Tell me when protoss will be able to take a third.....

In the spring (which is the northern hemisphere's Fall).
The first rule we don't talk about race conditions. of race conditions is
Fatam
Profile Joined June 2012
1986 Posts
June 06 2013 06:44 GMT
#23
I disagree with a couple of the map comparisons (insidious and keru compared to muspelheim and match point is enough of a reach that just leaving those comparisons out would have probably been better), and some of the points made in the descriptions, but pretty decent write-up overall.

p.s. - is putting space sharks on maps actually funny to anyone anymore? I thought it was funny like once or twice. IMO find a new mapping meme. The sharks just look dumb / ruin the continuity of the aesthetic themes @ this point
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
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 06 2013 07:26 GMT
#24
Isn't the space shark ESV's signature? I don't mind it.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
June 06 2013 07:47 GMT
#25
why no 3p maps?
http://www.twitch.tv/czelpredy
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
June 06 2013 08:08 GMT
#26
Space shark rules. Don't fuck with it.

My money is on Frost winning it all. Ravage and Electric Circuit seem pretty sexy as well.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
June 06 2013 08:27 GMT
#27
me and my friend had a really fun time playing on DF Yeonsu :D

the third bases are very refreshing
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Timetwister22
Profile Joined March 2011
United States538 Posts
June 06 2013 09:12 GMT
#28
On June 06 2013 15:44 Fatam wrote:
I disagree with a couple of the map comparisons (insidious and keru compared to muspelheim and match point is enough of a reach that just leaving those comparisons out would have probably been better), and some of the points made in the descriptions, but pretty decent write-up overall.

p.s. - is putting space sharks on maps actually funny to anyone anymore? I thought it was funny like once or twice. IMO find a new mapping meme. The sharks just look dumb / ruin the continuity of the aesthetic themes @ this point


1) The spaceshark is awesome. 2) It's how we at ESV sign our maps. We're not really supposed to put logos or names of real brands, companies, or organizations on a map. So instead we just used a spaceshark. Nowadays though, it seems Blizzard doesn't really mind all the logos on the maps with tournaments, such as GSL, using them. Yet, the spaceshark has become a recognizable and traditional means for us at ESV to sign our maps, so we've kept it around.
Former ESV Mapmaker | @Timetwister22
y0su
Profile Blog Joined September 2011
Finland7871 Posts
June 06 2013 10:05 GMT
#29
I think I have to vote is for DF Yeonsu
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
June 06 2013 10:12 GMT
#30
I love how it's highlighted if a map has a space shark on it . I wonder how strong blink stalkers will be on Koprulu. In BW Outsider you could only trick a few units into your opponents base, here you can blink your whole army. And it is also much easier i would imagine, than blinking into a high-ground main base. Keru should play out interestingly, and Khalim's Will looks beautiful with all the doodads. I also love how the third base is a matter of choice.
Overall very exciting maps!
"No, whine not! Play, or play not! There is no whine."
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
June 06 2013 10:43 GMT
#31
Nice write-up, and some really interesting looking maps. It'll be fun watching the pros wrestle with some of the unique aspects ^^
[15:15] <Palmar> and yes marv, you're a total hottie
MavivaM
Profile Joined November 2011
1535 Posts
Last Edited: 2013-06-06 10:57:53
June 06 2013 10:57 GMT
#32
Personally I think that Khalim's Will is a great and really interesting map.
Edit: not that the others aren't ofc! They are awesome.
It's just that Khalim somehow sticks out
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2013-06-06 11:43:21
June 06 2013 11:40 GMT
#33
On June 06 2013 16:47 PredY wrote:
why no 3p maps?


3p maps are A LOT of extra work. Not only are they technically much harder to make (no copy paste you could use) but also resulting from that they are much less explored in SC2.
Basically no top level mapmaker chose to make a 3p map. And unless you give them extra incentive to do so like saying the TLMC maps will go to ladder for sure and 3p maps have higher chance to be picked for example, you won't see many people put in the extra work.

edit: That said I often thought about things I would do in a 4p rotational but that would work out much better in a 3p map, so I hope in the future we see more 3p maps.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
June 06 2013 12:21 GMT
#34
Koprulu looks like a really well-designed map. Can't wait to see the TL Open games played on it.
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
LoveTool
Profile Joined April 2012
Sweden143 Posts
June 06 2013 12:29 GMT
#35
Really like the improvements of Ravage. I have played most of the others, all are really cool.

Except Koprulu, which looks very anti-zerg. Especially ZvT looks like a complete nightmare.

The ground rush distance between nat and third is long and both are wide open to harass. The ground distance between the fourth and the third just below it it insanely long. Also, there is no fast access ramp between the high ground fourth down to outside of the dbl sided third, so ling defense vs drops on that base is impossible even when on 4 bases (muta only defense vs 2/2+ marines is a recipie for giving games away). This feature alone should have been a red flag. A simple mid game push for the fourth combined with a dbl drop at the third will be ridiculously strong. Taking both dbl sided bases is even more impossible to hold because of the larger distance and same problems.

To make things even worse, the main/nat area is so easily defendable. One tank on the high ground cliff overlooking nat choke shuts down all-ins with slow roaches/banes and multiple tanks the same with later timings. Timing attacks can't even get to the (PFed) third behind the minerals either, so you are forced to attack through that choke. Once terran gets on three bases it will require hive tech to attack, something zerg will likely never get on this map since it requires at least 8 gasses/4bases.

So this is a map where zergs only choice is .... well, maybe to go very heavy muta (which is weak in HotS even when not forced into it)? It is also expensive on gas which further weakens hive tech late game. No, I can't think of a ZvT strategy that would work well.

TLDR; This map needs major balance changes for ZvT.
Gorribal
Profile Blog Joined March 2013
Canada186 Posts
June 06 2013 12:38 GMT
#36
Khalim's Will I get that reference! The map itself looks great.
Also does anyone else think Electric Circuit looks like that one map we had in the very beginning of SC2? The tileset was like space or something and there was like debris around the third. It looks similar to that one to me.
"PartinG keeps touching us and groping us (laughs)." - Rain
Naganis
Profile Blog Joined April 2011
Italy125 Posts
June 06 2013 13:16 GMT
#37
Great article. Now, Gogo TL Open!
| Grubby Official Graphic Designer | TL Strategy Graphic Designer | ESL Graphic Designer |
FragQuenz
Profile Joined May 2013
Germany21 Posts
June 06 2013 13:24 GMT
#38
raelly nice maps so far
What keeps me going is goals - Muhammad Ali
Serek
Profile Joined May 2011
United Kingdom459 Posts
June 06 2013 13:56 GMT
#39
Great write-up, and I've learnt a lot about maps than otherwise I wouldn't have known, but some proofreading would be nice.
x2fst
Profile Blog Joined August 2004
1272 Posts
June 06 2013 14:19 GMT
#40
what's a space shark?
muda, is a crime for me to wear a shirt, cos I is so good lookin
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