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[M] (4) KTV Foxtrot Labs SE - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 06 2014 19:17 GMT
#21
On July 07 2014 02:43 Uvantak wrote:
Show nested quote +
On July 06 2014 09:19 EatThePath wrote:
well wtf mate

Ahahaha yeah, i have gotten into some very interesting discussions about those spawns, the agreement is that even when the spawns are possibly broken, it is worth it just to see a meta develop from those spawns, i mean we as mapmakers are always trying new maps that are weird and/or funky so we can have more data and test new waters/new layouts.

The thing here is that those spawns by design are quite weird (by my standards) and possibly imbalanced, and the old version that is uploaded by blizzard atm does not help stabilizing those spawns at all...

Yeah I'm sure, I was just totally surprised when I went to play it, like "did Blizzard eff up the spawns??" I haven't seen the new version so maybe it fixes the standout problems (mainly ZvX push distance, imo), but at least you have easy fallback plan of spawn limitation without really feeling like you're reducing the map's design. Usually I'm all for experimentation but my perfunctory imba detectors are lit up too much (on this version). We shall seeee.....
Comprehensive strategic intention: DNE
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
July 06 2014 22:27 GMT
#22
does this map force cross spawn on ladder?
I might be the minority on TL, but TL is the minority everywhere else.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 06 2014 22:44 GMT
#23
On July 07 2014 07:27 Joedaddy wrote:
does this map force cross spawn on ladder?

The version i tested that Blizzard uploaded (v1.0), does not have forced cross spawn.

On July 07 2014 04:17 EatThePath wrote:
Show nested quote +
On July 07 2014 02:43 Uvantak wrote:
On July 06 2014 09:19 EatThePath wrote:
well wtf mate

Ahahaha yeah, i have gotten into some very interesting discussions about those spawns, the agreement is that even when the spawns are possibly broken, it is worth it just to see a meta develop from those spawns, i mean we as mapmakers are always trying new maps that are weird and/or funky so we can have more data and test new waters/new layouts.

The thing here is that those spawns by design are quite weird (by my standards) and possibly imbalanced, and the old version that is uploaded by blizzard atm does not help stabilizing those spawns at all...

Yeah I'm sure, I was just totally surprised when I went to play it, like "did Blizzard eff up the spawns??" I haven't seen the new version so maybe it fixes the standout problems (mainly ZvX push distance, imo), but at least you have easy fallback plan of spawn limitation without really feeling like you're reducing the map's design. Usually I'm all for experimentation but my perfunctory imba detectors are lit up too much (on this version). We shall seeee.....


Yep, atm is wait and see, the horiz spawn is much more of an issue if Blizz does not publish the correct/actualized version of the map and i'm quite worried because of that :/ But yes, if the spawns proves to be imbalanced it can always be disabled and the map will not lose much because of it.
@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.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
July 07 2014 06:02 GMT
#24
Sorry I'm lazy, but what's all different from this version and the ladder edition?

Thanks babe.
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.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-07-07 06:20:34
July 07 2014 06:13 GMT
#25
Did you saw that game man? Tempests vs a lift to gold the last day of competition! awesum =3

http://imgur.com/a/lbADB

Minor things, that's why it pisses me off that they did not fixed it, things like the Stasis tubes at the top left/bottom right bases or the small ledge+doodads combo to keep siege tanks away at the top right/bottom left nats, also moving the mineral lines of those bases one hex so toss can't do pylon blocks are very small things that help the map A LOT, but oh well, now we are stuck with this for an entire season, i hope the outrage against this old version of foxtrot is not as big at the end of the season.
@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.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-07-07 22:05:20
July 07 2014 21:48 GMT
#26
Opticians thank that map -at least its ladder version. Barely playable on anything other than low settings.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 08 2014 16:03 GMT
#27
On July 08 2014 06:48 [PkF] Wire wrote:
Opticians thank that map -at least its ladder version. Barely playable on anything other than low settings.

Blizzard is working on it, don't worry.

Changes the OP description to a less dickish and sleep deprived one, i also added in the changelog the change to the lighting of the map, i had forgotten to add that.
@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.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-07-08 16:33:13
July 08 2014 16:24 GMT
#28
@Uvantak : thanks for telling us. Do you know if they intend to correct the little things that changed from their version to your latest too (and maybe make this map be cross spawns only ?), and if they're going to at last correct the descriptions of the maps in the veto list ? I still don't know if those "completely devoid of any desadcription whatsoever" and "sdsdsd" are pure trolling or sheer absent-mindedness.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 08 2014 16:34 GMT
#29
On July 09 2014 01:24 [PkF] Wire wrote:
@Uvantak : thanks for telling us. Do you know if they intend to correct the little things that changed from their version to your latest too, and if they're going to at last correct the descriptions of the maps in the veto list ? I still don't know if those "completely devoid of any desadcription whatsoever" and "sdsdsd" are pure trolling or sheer absent-mindedness.

Those things are being looked upon, the descriptions in Deadwing and Nimbus are a bug with the Locales of the maps, i have a good write up ready to be published about the future of Foxtrot, and i'm talking with Blizz about it.
@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.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2014-07-08 16:39:40
July 08 2014 16:37 GMT
#30
Perfect. So kind of you to keep us informed.

Edit : just to be sure, the descriptions are buggish, but even the names are quite strange on the veto list (Zeromus Nimbus / [zeromus] dwing) whereas when you play the maps they're called as expected (Nimbus/Deadwing LE). This is unintended too and looked upon, right ?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-07-08 17:01:57
July 08 2014 16:52 GMT
#31
Yep, that's the Locales, i have had faced before the same issues Blizz is having now, the thing is that the maps can have many names depending on the region they are published, one name/description in spanish, other in german and so on, the english locales are bugged it seems and they are displaying the old names and descriptions of when the maps where being tested for the TLMC, zeromus used those names to avoid getting the maps found in the custom games section, what it needs to be done is to reset the american-english (US-EN) and greatbritain-english (GB-EN) locales, but this means that you need to recheck every other locale for bugs, and remember that the locales are in different languages, so you need to have a person that's fluent in those languages checking for bugs or misspellings.

Here you have a small look at all the locales.

[image loading]

Yep, not easy.

//edit, better cropped locales pic
@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.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 08 2014 19:16 GMT
#32
--- Nuked ---
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 08 2014 19:33 GMT
#33
On July 09 2014 04:16 SatedSC2 wrote:
Thought this map was okay until I spawned in the top left for a PvZ. That natural wall-off. Nopenopenopenopenope. Vetoed.

what's the problem?

[image loading]
vibeo gane,
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 08 2014 20:08 GMT
#34
--- Nuked ---
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 08 2014 22:30 GMT
#35
On July 09 2014 05:08 SatedSC2 wrote:
Show nested quote +
On July 09 2014 04:33 -NegativeZero- wrote:
On July 09 2014 04:16 SatedSC2 wrote:
Thought this map was okay until I spawned in the top left for a PvZ. That natural wall-off. Nopenopenopenopenope. Vetoed.

what's the problem?

[image loading]

Outside Photon Overcharge range. Nopenopenope

Oh dear.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-07-09 13:49:48
July 08 2014 22:34 GMT
#36
--- Nuked ---
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-07-08 22:49:11
July 08 2014 22:46 GMT
#37
On July 09 2014 07:34 SatedSC2 wrote:
Show nested quote +
On July 09 2014 07:30 NewSunshine wrote:
On July 09 2014 05:08 SatedSC2 wrote:
On July 09 2014 04:33 -NegativeZero- wrote:
On July 09 2014 04:16 SatedSC2 wrote:
Thought this map was okay until I spawned in the top left for a PvZ. That natural wall-off. Nopenopenopenopenope. Vetoed.

what's the problem?

[image loading]

Outside Photon Overcharge range. Nopenopenope

Oh dear.

The GW Expand builds that I use in PvZ are infinitely safer if I can use Photon Overcharge to defend my natural, especially against stuff like 14/14 Speedlings all-ins. Why wouldn't I veto a map were using Photon Overcharge to defend my wall-in isn't possible given that better maps are available..?

Blizzard already made this mistake with Daedulus. Repeating it is kinda =/

oh no, you mean you might actually have to tailor your build to better fit the map? oh the horror :O

Anyway the problem with Daedalus wasn't overcharge range, it was that the ramp was just too wide to be efficiently walled at all.
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
July 09 2014 00:24 GMT
#38
On July 09 2014 07:46 -NegativeZero- wrote:
Show nested quote +
On July 09 2014 07:34 SatedSC2 wrote:
On July 09 2014 07:30 NewSunshine wrote:
On July 09 2014 05:08 SatedSC2 wrote:
On July 09 2014 04:33 -NegativeZero- wrote:
On July 09 2014 04:16 SatedSC2 wrote:
Thought this map was okay until I spawned in the top left for a PvZ. That natural wall-off. Nopenopenopenopenope. Vetoed.

what's the problem?

[image loading]

Outside Photon Overcharge range. Nopenopenope

Oh dear.

The GW Expand builds that I use in PvZ are infinitely safer if I can use Photon Overcharge to defend my natural, especially against stuff like 14/14 Speedlings all-ins. Why wouldn't I veto a map were using Photon Overcharge to defend my wall-in isn't possible given that better maps are available..?

Blizzard already made this mistake with Daedulus. Repeating it is kinda =/

oh no, you mean you might actually have to tailor your build to better fit the map? oh the horror :O

Anyway the problem with Daedalus wasn't overcharge range, it was that the ramp was just too wide to be efficiently walled at all.

How can you adjust your build to a natural wall that is not protected by Photon Overcharge? It's basically the same, only weaker than normal. You're not going to cut the msc, or go for something like 3gate expo because of it.

This map feature will give Zerg players more options for aggression, but not all map features give/force new options on all races.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
July 09 2014 01:05 GMT
#39
Well I guess Blizzard won't be using the latest version of the map then.

http://us.battle.net/sc2/en/forum/topic/13347435157#1
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 09 2014 02:11 GMT
#40
On July 09 2014 10:05 iHirO wrote:
Well I guess Blizzard won't be using the latest version of the map then.

http://us.battle.net/sc2/en/forum/topic/13347435157#1

I'm not even mad, the games we will be able to see in these spawns will be of huge use in future maps where mapmakers may want to use more linear layouts where players can't get very strong surrounds, if they decide to keep them that mean that the Horizontal spawns were able to stabilize by themselves, in the other hand if they remove them nothing of value was lost, idem for Deadwing.
@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.
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