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Thoughts on Mapping and TLMC #2 - Page 5

Forum Index > SC2 Maps & Custom Games
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SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
July 10 2013 17:33 GMT
#81
Let's discount BW in its entirety then due to its poor graphics.

As far as RTS games and games in general go. Blizzard games aren't known to be lookers.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 10 2013 18:07 GMT
#82
It's not about graphic fidelity and realism. It's about aesthetic value and art direction. Fruitland isn't particularly intricate in its layout or artful in its application of the theme when compared to many other maps (no offense to Semmo, I think it's a fine map and quite a clever theme), yet it is lauded by many because of the choice in theme and aesthetic. It is colorful and whimsical.

Aesthetic design is about clarity and intrigue, which Blizzard has in spades.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 10 2013 19:17 GMT
#83
On July 11 2013 02:04 RFDaemoniac wrote:
aesthetics are a first impression for a map. They are incredibly important to viewers and therefore discounting a map with poor aesthetics is entirely reasonable.
For the viewers yes, but not for the judges. They should only care in terms of gameplay. If the maps is promising in that regard, you can still make it look good. Remember Havens Lagoon? It's aesthetics were sub-par when it was released, but the concept behind the map was cool enough to give it a shot nonetheless.
formerly spinnaker.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-07-10 19:52:44
July 10 2013 19:51 GMT
#84
I am definitely in the camp of: 1) judge layouts 2) if a map wins, do or improve the aesthetics.

In general you would save mapmakers a lot of time.. at least mapmakers like me, who get joy out of this process by hammering out concepts/layouts, not doing aesthetics. Which I think is the great majority. For instance, if you find out your layout didn't win, you save a lot of time not doing the aesthetics. Whereas if you find out you've won, you are really inspired to do your very best on aesthetics (and possibly you can get someone to help you, too).

But I do not deny good aesthetics are important to the SC2 viewing experience, especially the casual viewing experience.
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
monk
Profile Blog Joined May 2009
United States8477 Posts
July 10 2013 20:22 GMT
#85
This is how I personally saw it:

While we were judging, we weren't aware of who made any of the maps. If a map was relatively barren, there was no way we could have been confident that it would have good aesthetics by the end of the process if it were picked. We also weren't sure of how much additional time people would have between the selection process and the TLOpen to touch up the maps. For example, even with the finalists we picked, some mappers had very little time to work on their maps in between.
Moderator
SidianTheBard
Profile Joined October 2010
United States2475 Posts
July 10 2013 20:25 GMT
#86
On July 11 2013 04:51 Fatam wrote:
I am definitely in the camp of: 1) judge layouts 2) if a map wins, do or improve the aesthetics.

In general you would save mapmakers a lot of time.. at least mapmakers like me, who get joy out of this process by hammering out concepts/layouts, not doing aesthetics. Which I think is the great majority. For instance, if you find out your layout didn't win, you save a lot of time not doing the aesthetics. Whereas if you find out you've won, you are really inspired to do your very best on aesthetics (and possibly you can get someone to help you, too).

But I do not deny good aesthetics are important to the SC2 viewing experience, especially the casual viewing experience.


Shit Fatam, let's work together. You supply me layouts, I'll do aesthetics! Whenever I make layouts It takes for forever to find something I actually like, but when I do find something I like I always have a blast creating the art of the map. I probably have thousands of 64x64 (or 72x72) layouts that I just have no interest in ever finishing because I think they're trash lol.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
monk
Profile Blog Joined May 2009
United States8477 Posts
July 10 2013 20:30 GMT
#87
On July 11 2013 05:25 SidianTheBard wrote:
Show nested quote +
On July 11 2013 04:51 Fatam wrote:
I am definitely in the camp of: 1) judge layouts 2) if a map wins, do or improve the aesthetics.

In general you would save mapmakers a lot of time.. at least mapmakers like me, who get joy out of this process by hammering out concepts/layouts, not doing aesthetics. Which I think is the great majority. For instance, if you find out your layout didn't win, you save a lot of time not doing the aesthetics. Whereas if you find out you've won, you are really inspired to do your very best on aesthetics (and possibly you can get someone to help you, too).

But I do not deny good aesthetics are important to the SC2 viewing experience, especially the casual viewing experience.


Shit Fatam, let's work together. You supply me layouts, I'll do aesthetics! Whenever I make layouts It takes for forever to find something I actually like, but when I do find something I like I always have a blast creating the art of the map. I probably have thousands of 64x64 (or 72x72) layouts that I just have no interest in ever finishing because I think they're trash lol.

Make outsider!
Moderator
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2013-07-10 20:38:24
July 10 2013 20:37 GMT
#88
On July 11 2013 05:30 monk wrote:
Show nested quote +
On July 11 2013 05:25 SidianTheBard wrote:
On July 11 2013 04:51 Fatam wrote:
I am definitely in the camp of: 1) judge layouts 2) if a map wins, do or improve the aesthetics.

In general you would save mapmakers a lot of time.. at least mapmakers like me, who get joy out of this process by hammering out concepts/layouts, not doing aesthetics. Which I think is the great majority. For instance, if you find out your layout didn't win, you save a lot of time not doing the aesthetics. Whereas if you find out you've won, you are really inspired to do your very best on aesthetics (and possibly you can get someone to help you, too).

But I do not deny good aesthetics are important to the SC2 viewing experience, especially the casual viewing experience.


Shit Fatam, let's work together. You supply me layouts, I'll do aesthetics! Whenever I make layouts It takes for forever to find something I actually like, but when I do find something I like I always have a blast creating the art of the map. I probably have thousands of 64x64 (or 72x72) layouts that I just have no interest in ever finishing because I think they're trash lol.

Make outsider!


But 3p maps are such a pain in the ass >.< I've only completed 1 three player map ever and I'm pretty sure it was during the 3p only MotM tournament. Need to get Timmay in here, I swear that's all he does.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2013-07-10 20:54:41
July 10 2013 20:43 GMT
#89
On July 11 2013 05:37 SidianTheBard wrote:
Show nested quote +
On July 11 2013 05:30 monk wrote:
On July 11 2013 05:25 SidianTheBard wrote:
On July 11 2013 04:51 Fatam wrote:
I am definitely in the camp of: 1) judge layouts 2) if a map wins, do or improve the aesthetics.

In general you would save mapmakers a lot of time.. at least mapmakers like me, who get joy out of this process by hammering out concepts/layouts, not doing aesthetics. Which I think is the great majority. For instance, if you find out your layout didn't win, you save a lot of time not doing the aesthetics. Whereas if you find out you've won, you are really inspired to do your very best on aesthetics (and possibly you can get someone to help you, too).

But I do not deny good aesthetics are important to the SC2 viewing experience, especially the casual viewing experience.


Shit Fatam, let's work together. You supply me layouts, I'll do aesthetics! Whenever I make layouts It takes for forever to find something I actually like, but when I do find something I like I always have a blast creating the art of the map. I probably have thousands of 64x64 (or 72x72) layouts that I just have no interest in ever finishing because I think they're trash lol.

Make outsider!


But 3p maps are such a pain in the ass >.< I've only completed 1 three player map ever and I'm pretty sure it was during the 3p only MotM tournament. Need to get Timmay in here, I swear that's all he does.


I think I can help making the layout for it =)
edit: btw, should I make a full replica or make some changes?
"Not you."
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-07-10 21:40:20
July 10 2013 21:16 GMT
#90
On July 11 2013 05:30 monk wrote:
Show nested quote +
On July 11 2013 05:25 SidianTheBard wrote:
On July 11 2013 04:51 Fatam wrote:
I am definitely in the camp of: 1) judge layouts 2) if a map wins, do or improve the aesthetics.

In general you would save mapmakers a lot of time.. at least mapmakers like me, who get joy out of this process by hammering out concepts/layouts, not doing aesthetics. Which I think is the great majority. For instance, if you find out your layout didn't win, you save a lot of time not doing the aesthetics. Whereas if you find out you've won, you are really inspired to do your very best on aesthetics (and possibly you can get someone to help you, too).

But I do not deny good aesthetics are important to the SC2 viewing experience, especially the casual viewing experience.


Shit Fatam, let's work together. You supply me layouts, I'll do aesthetics! Whenever I make layouts It takes for forever to find something I actually like, but when I do find something I like I always have a blast creating the art of the map. I probably have thousands of 64x64 (or 72x72) layouts that I just have no interest in ever finishing because I think they're trash lol.

Make outsider!


Thoughts on my attempt? either for me or for others who are going to attempt outsider?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=364827&currentpage=64#1275
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 10 2013 22:19 GMT
#91
On July 11 2013 05:30 monk wrote:
Make outsider!


layout somewhat done
+ Show Spoiler +

[image loading]
download: http://www.mediafire.com/?dp2e8eoebzff1sx
+ Show Spoiler [original] +
[image loading]

"Not you."
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
July 10 2013 22:21 GMT
#92
On July 11 2013 05:22 monk wrote:
This is how I personally saw it:

While we were judging, we weren't aware of who made any of the maps.
How can this be if some of the maps submitted were already well known before the contest begun?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 10 2013 22:42 GMT
#93
On July 11 2013 07:19 19Meavis93 wrote:
Show nested quote +
On July 11 2013 05:30 monk wrote:
Make outsider!


layout somewhat done
+ Show Spoiler +

[image loading]
download: http://www.mediafire.com/?dp2e8eoebzff1sx
+ Show Spoiler [original] +
[image loading]



The goal imo is not to copy as closely as possible from BroodWar. The engine is different, the mechanics are different. An in-base gasless expansion is much less valuable in SC2 than it was in BW. The goal is maintain the spirit and strategy of the map. The rush distances look to be about 40 seconds, is that accurate? That's a little too short for rush strategies to be defended and then you barely get to see the map played at all.
jon osterman
Profile Joined June 2013
71 Posts
July 29 2013 09:35 GMT
#94
So.. any further thoughts..?

ps: why is the tlmc thread not on custom subforum?
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
monk
Profile Blog Joined May 2009
United States8477 Posts
October 28 2013 07:10 GMT
#95
Bump for relevance and stuff.
Moderator
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-10-28 07:38:54
October 28 2013 07:34 GMT
#96
On July 11 2013 07:42 RFDaemoniac wrote:
Show nested quote +
On July 11 2013 07:19 19Meavis93 wrote:
On July 11 2013 05:30 monk wrote:
Make outsider!


layout somewhat done
+ Show Spoiler +

[image loading]
download: http://www.mediafire.com/?dp2e8eoebzff1sx
+ Show Spoiler [original] +
[image loading]



The goal imo is not to copy as closely as possible from BroodWar. The engine is different, the mechanics are different. An in-base gasless expansion is much less valuable in SC2 than it was in BW. The goal is maintain the spirit and strategy of the map. The rush distances look to be about 40 seconds, is that accurate? That's a little too short for rush strategies to be defended and then you barely get to see the map played at all.
An inbase gasless expo is less valuable because no strategies currently exist that make use of it but I can practically guarantee you that if a KeSPA team is supposed to practice for that map on proleague the coaches and teams will come together and invent an ingenious strategy which takes full advantage of it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Qikz
Profile Blog Joined November 2009
United Kingdom12047 Posts
October 28 2013 10:39 GMT
#97
On October 28 2013 16:34 SiskosGoatee wrote:
Show nested quote +
On July 11 2013 07:42 RFDaemoniac wrote:
On July 11 2013 07:19 19Meavis93 wrote:
On July 11 2013 05:30 monk wrote:
Make outsider!


layout somewhat done
+ Show Spoiler +

[image loading]
download: http://www.mediafire.com/?dp2e8eoebzff1sx
+ Show Spoiler [original] +
[image loading]



The goal imo is not to copy as closely as possible from BroodWar. The engine is different, the mechanics are different. An in-base gasless expansion is much less valuable in SC2 than it was in BW. The goal is maintain the spirit and strategy of the map. The rush distances look to be about 40 seconds, is that accurate? That's a little too short for rush strategies to be defended and then you barely get to see the map played at all.
An inbase gasless expo is less valuable because no strategies currently exist that make use of it but I can practically guarantee you that if a KeSPA team is supposed to practice for that map on proleague the coaches and teams will come together and invent an ingenious strategy which takes full advantage of it.


Also I've never understood why they're "useless" because two, well three or four of the main used units cost only minerals. Then you've got the buildings that produce them which are also just minerals. You've got Hatcheries, Gateways and Barracks, the three main buildings then you have zerglings, zealots and marines. All of which cost minerals. Also with a bigger mineral income you can expand quicker.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-10-28 11:55:55
October 28 2013 10:55 GMT
#98
Well, you stil need to invest the minerals first and workers also take up supply most imporatntly, you invest supply into mining from a mineral only.

That said, I'm pretty sure there exist some pretty solid heavy marine/zealot/zergling strategies that a KeSPA team can refine. In the current mid-lategame ZvT both Z and T tend to be mineral starved with a considerable gas bank, I don't think either race would say no to being able to put a macro hatch at some juicy minerals slash float their main over to some free minerals.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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