As such any maps posted here over the next 24 hours (give or take) I'll give my impressions on and how I feel it could be improved. Also don't be a dick and post 10 maps for me to look at, keep it reasonable.
Let me tell you why your map sucks
| Forum Index > SC2 Maps & Custom Games |
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Plexa
Aotearoa39261 Posts
As such any maps posted here over the next 24 hours (give or take) I'll give my impressions on and how I feel it could be improved. Also don't be a dick and post 10 maps for me to look at, keep it reasonable. | ||
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Icetoad
Canada262 Posts
![]() http://www.teamliquid.net/forum/sc2-maps/508057-2-ishtar Thank you very much for doing this! | ||
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Trozz
Canada3456 Posts
![]() Here's my gosu map. It's in the Gem League spirit. Totally balanced. | ||
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The_Templar
your Country52797 Posts
![]() http://www.teamliquid.net/forum/sc2-maps/474370-2-spaceship-station | ||
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ZigguratOfUr
Iraq16955 Posts
![]() http://www.teamliquid.net/forum/sc2-maps/508582-2-nazca | ||
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Plexa
Aotearoa39261 Posts
On May 04 2016 10:51 Icetoad wrote: I would love to get feedback for Ishtar: ![]() http://www.teamliquid.net/forum/sc2-maps/508057-2-ishtar Thank you very much for doing this! I presume this is going to be a macro submission? It's coming along well. Unfortunately the map doesn't compare favourably to something like hab station since everything this map is doing, hab station does better. Hab station did a lot to innovate the horizontal symmetric map meta and was a huge part of it's success (in addition to the excellent use of gold there). In contrast, the 12/6 gold bases here aren't really doing anything special. They just kinda exist and you take them when you have an edge; there's no decision making involved. I'd either cut them or use them in an interesting way (maybe those two bases on the highground in the middle?) The other concern with these kinds of maps is promoting movement throughout the map which is invariably the biggest challenge with horizontal symmetry (even Hab Station struggled with this). Movement is pretty restricted everywhere and there's no tactical advantage from occupying the top half of the map, so there's no real point to expanding vertically. I'd think about ways of encouraging movement throughout the map which would make it more dynamic and interesting. Lastly you have a bunch of LOS blockers everywhere kinda similar to Terraform. I'm always happy to see maps experimenting with underused features like this, but I don't know what they're adding here. At the bottom they make a lot of sense because you're trying to encourage people to use the top half of the map but I'm not sure they have that much of an effect. Basically, the map is solid but not something I would expect to win right now because it's not doing enough to set itself apart from other Horizontal Symmetry maps (like hab station, korhal and so on). Think more about developing a distinctive personality for your map by considering some of the things I mentioned above. 4/5 could use more gold minerals and rocks. On May 04 2016 11:38 The_Templar wrote: Obviously I'm not entering this into TLMC, but... ![]() http://www.teamliquid.net/forum/sc2-maps/474370-2-spaceship-station Angled pictures are the devil. But seriously, I'm not sure what you're trying to do with this map. It has a lot of features on the map but they don't really make sense together. Like the central ramp goes from bottom left to top right like you're expecting the game to develop in a way where armies are going to be positioned in the bottom left and top right and contesting that area. Most of the attack paths don't utilise that ramp so it seems really awkward. Then there's the awkwardly placed gold base which seems like it's been placed to entice people to expand clockwise, but doesn't really achieve that due to the safety of the alternate third base. Think more about having a cohesive theme/idea for the map and it'll work a lot better. It would be interesting if the bases at 12/6 were gold because it gives quite a bit of incentive to expand in that direction as opposed to the other side. Now the safety of the counter-clockwise bases aren't really a factor because you have such a large commitment on the clockwise bases that your army positioning is likely to be around the gold bases as opposed to in between the two third choices as it is at the moment. This would also help make the ramp make more sense because then the armies are more naturally placed to make use of the central ground tactically. On May 04 2016 11:44 ZigguratOfUr wrote: I'd be thankful for advice on Nazca! ![]() http://www.teamliquid.net/forum/sc2-maps/508582-2-nazca Indicate the spawn points because it's not immediately clear where they are. Secondly, the art work is distracting not enhancing (esp. the bits of orange everywhere) so think about streamlining that. Three things that are holding this map back; 1) Seems really hard to expand, which in LotV isn't great. This map looks like it was developed during early HotS (circa Planet S era with the difficult thirds) which means that balance is likely an issue. 2) The backdoor paths are cute and all, but they're one of the hardest features to pull off successfully. For instance the side paths in the top left/bottom right are unlikely to ever be used except by a worker going to expand. That's not a successful deployment of the feature. 3) The use of space is off. For instance, the natural choke is really big (as in, there's lots of cramped space) and the only real area where you're able to fight is outside of that. That's awkward design and I'm not sure it enhances gameplay in a meaningful way. If the theme is all these little paths and making tactical use of skirmishing then do that and don't be shy about it. For example, you might have a central path in the middle of the map which is thin making it only suitable for skirmishing and not lategame teamfighting. Or you might have alternate pathways into bases connected by thin pathways to the extent where you might want a small pathway around the entire map. The point is at the moment there's little value in the existing pathways and you need to do more to make that concept work. | ||
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SidianTheBard
United States2474 Posts
Cross only, ~45 ingame seconds from main ramp to main ramp. ![]() | ||
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Plexa
Aotearoa39261 Posts
On May 04 2016 13:18 SidianTheBard wrote: Oh why not! Debating if I submit towards Macro or submit towards "new idea" since the 3rd/4th/5th/tower idea has never been used and quite frankly I have no clue how imba it would play out between races. Cross only, ~45 ingame seconds from main ramp to main ramp. ![]() Crazy shit you've got going on there. Two questions 1) This is a macro oriented map meaning you want some place for armies to clash or move around. The center is pretty clogged up with rocks and empty terrain; should those rocks exist? is there any decision that a player should make about those rocks? should the center not be completely pathable? 2) The gold bases; what is up with them? Why are they rocked? Since they're likely to be taken late in any circumstance it seems like the rocks are not useful. Are those gold bases even necessary? I think if you can answer those two questions then your map is about as good as it's going to get without playtesting. Personally I feel like there needs to be more room to move around to really make this a classic map (like maybe deleting the highground path between he gold and the center and deleting the rocks?). Overall I like the map; I think players would enjoy playing on it but might lean towards being a little boring in pro play so Blizz might not go for it. Can you snap a picture of the radius of the watch tower? | ||
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Uvantak
Uruguay1381 Posts
![]() [↑ There are two versions one with Mineral Patch Wall (I wish I could send that one) and other with standard rocks at 2ndary Main ramp] ![]() | ||
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SidianTheBard
United States2474 Posts
On May 04 2016 13:33 Plexa wrote: + Show Spoiler + On May 04 2016 13:18 SidianTheBard wrote: Oh why not! Debating if I submit towards Macro or submit towards "new idea" since the 3rd/4th/5th/tower idea has never been used and quite frankly I have no clue how imba it would play out between races. Cross only, ~45 ingame seconds from main ramp to main ramp. ![]() Crazy shit you've got going on there. Two questions 1) This is a macro oriented map meaning you want some place for armies to clash or move around. The center is pretty clogged up with rocks and empty terrain; should those rocks exist? is there any decision that a player should make about those rocks? should the center not be completely pathable? 2) The gold bases; what is up with them? Why are they rocked? Since they're likely to be taken late in any circumstance it seems like the rocks are not useful. Are those gold bases even necessary? I think if you can answer those two questions then your map is about as good as it's going to get without playtesting. Personally I feel like there needs to be more room to move around to really make this a classic map (like maybe deleting the highground path between he gold and the center and deleting the rocks?). Overall I like the map; I think players would enjoy playing on it but might lean towards being a little boring in pro play so Blizz might not go for it. Can you snap a picture of the radius of the watch tower? The range does show on the map if you zoom in although it's very faint so hard to see, here ya go, that's close enough: + Show Spoiler + ![]() Regarding: 1: Main reason why I added the rocks in the middle section was just to add another layer of help for the attacker if the defender eventually takes that as a 5th. The defender will want to keep the rocks in-tact so it feels safer but then if the attack positions above the high ground that 5th base is as good as dead. I also wanted to limit early game movement a bit, forcing you to the edges rather then going straight through those middle ramps 100% of the time. As for Macro Oriented. I could remove that empty terrain in the middle, or just make it smaller, definitely something to play around with. Currently it's: + Show Spoiler + ![]() so originally working it out I figured that was large enough. My thought process was wide open main/nat, ramp as a choke. Wide open 3rd/4th/5th, ramps as chokes, wide open middle (maybe not wide enough?) So a defending protoss might sit his army by a ramp to have the choke, where as a zerg might fall back and let them push into their bases to get a better surround. I can always play around with it some more regarding chokes, probably won't submit anything until at least this weekend. For the gold bases, I could change them to regular bases, although I think it's just another way to make different strategies useful on the map. I honestly thing terran going 3 base, parade pushing then when the main starts mining out, rally your troops through your gold, take the gold and suddenly you can keep parading for a looong time. Either way, I want a base at the place where the gold is for either a 4th or 5th choice. 2: I 100% only rocked the gold bases because I didn't want early game hidden expos on gold bases. I know in LOTV it's not as much of a problem, and I"m okay with removing the rocks but honestly, that's 100% the reason why I did it lol. I'll probably head off to bed soon, but I appreciate the feedback bud! Love hearing your thoughts. | ||
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Fatam
1986 Posts
, thanks much for taking the time.First one is still pretty raw, haven't iterated on it as much as some of my other templates but I think it might have some potential. Nothing too outlandish here, the biggest thing is the 3rd that can be taken as a nat (and probably should be, in some matchups) as it is the same distance from the main ramp (actually it's a square or two closer). The "safe" nat can be fired upon from below, so unless you are needing the wall-off you might consider the forward nat. XNTs were a recent addition, not 100% sure about them yet. Haven't messed with los blockers or anything. 144x144 ![]() You said not to post 10, but maybe I can get away with 2? ![]() If so, here it is. I've been slowly chipping away at it for a while. The top left/bottom right has gone through a crapton of iterations. A bit more experimental to be sure. 182x132 ![]() | ||
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Plexa
Aotearoa39261 Posts
On May 04 2016 13:59 SidianTheBard wrote: The range does show on the map if you zoom in although it's very faint so hard to see, here ya go, that's close enough: + Show Spoiler + ![]() Regarding: 1: Main reason why I added the rocks in the middle section was just to add another layer of help for the attacker if the defender eventually takes that as a 5th. The defender will want to keep the rocks in-tact so it feels safer but then if the attack positions above the high ground that 5th base is as good as dead. I also wanted to limit early game movement a bit, forcing you to the edges rather then going straight through those middle ramps 100% of the time. As for Macro Oriented. I could remove that empty terrain in the middle, or just make it smaller, definitely something to play around with. Currently it's: + Show Spoiler + ![]() so originally working it out I figured that was large enough. My thought process was wide open main/nat, ramp as a choke. Wide open 3rd/4th/5th, ramps as chokes, wide open middle (maybe not wide enough?) So a defending protoss might sit his army by a ramp to have the choke, where as a zerg might fall back and let them push into their bases to get a better surround. I can always play around with it some more regarding chokes, probably won't submit anything until at least this weekend. For the gold bases, I could change them to regular bases, although I think it's just another way to make different strategies useful on the map. I honestly thing terran going 3 base, parade pushing then when the main starts mining out, rally your troops through your gold, take the gold and suddenly you can keep parading for a looong time. Either way, I want a base at the place where the gold is for either a 4th or 5th choice. 2: I 100% only rocked the gold bases because I didn't want early game hidden expos on gold bases. I know in LOTV it's not as much of a problem, and I"m okay with removing the rocks but honestly, that's 100% the reason why I did it lol. I'll probably head off to bed soon, but I appreciate the feedback bud! Love hearing your thoughts. Macro oriented isn't a bad thing, just something to be aware of (i.e. accomodating for large army movement). Thats why I suggested removing the high ground bridge between gold-center becuase then you can widen the rampes leading into the center and it might be less frustring to move through the middle of the map. Moving up to your gold base then moving across the center seems cumbersome. The rocks should probably go regardless. The gold base concerns you highlight are legitimate, especially given there are two gold bases on offer. Might be better just to blue them. On May 04 2016 13:38 Uvantak wrote: My maps suck? Wow, there is no respect these days ![]() [↑ There are two versions one with Mineral Patch Wall (I wish I could send that one) and other with standard rocks at 2ndary Main ramp] ![]() For Eris I'm not sure why there's a double entrance to the main. I think you get way more mileage out of your central feature without the double entrance (since that means units are more frequently passing the central feature). I like the central feature, I think it can offer interesting gameplay, so anything you can do to make it more important is an upgrade imo. The lower left and upper right bases seem like after thoughts (which is a common complaint with your maps). I think breaking symmetry in the corners might free you up to do something a little more adventurous/interesting because at the moment they're obviously the weakest part of the map. For Bastion the issue I've always had with it is that something doesn't feel quite right. To me it seems like the map is fighting itself to work out what it wants to be. Like I get you get that weird expansion into the middle and then get the flexibility to expand whereever you like, but I'm not sure what else I should be looking at here that makes this map interesting. Is it the destructible rocks? Because I don't see what interesting decisions there are to be made there (defender always wants them up, attacker wants them down). The center has access severely resitrcted, but it seems like you don't want units to go through there anyway with the architecture of the rest of the map. Ultimately I don't know what about this map you want to appeal to people. On May 04 2016 14:30 Fatam wrote: A second set of eyes is always helpful , thanks much for taking the time.First one is still pretty raw, haven't iterated on it as much as some of my other templates but I think it might have some potential. Nothing too outlandish here, the biggest thing is the 3rd that can be taken as a nat (and probably should be, in some matchups) as it is the same distance from the main ramp (actually it's a square or two closer). The "safe" nat can be fired upon from below, so unless you are needing the wall-off you might consider the forward nat. XNTs were a recent addition, not 100% sure about them yet. Haven't messed with los blockers or anything. 144x144 ![]() You said not to post 10, but maybe I can get away with 2? ![]() If so, here it is. I've been slowly chipping away at it for a while. The top left/bottom right has gone through a crapton of iterations. A bit more experimental to be sure. 182x132 ![]() Yeah I like what's going on with the main-nat-third-fourth in the first map. There's an interesting decision to be made between taking the more convenient to defend third or safer natural. So you might see different races deciding to take different bases (i.e. zerg the convenient one, terran the safer one). Changes to emphasize this decision would be good for the map. I don't like the center; seems unreasonably restrictive. Definitely has potential, keep at it. The second one I'm less enthusiastic about. I don't understand what you're trying to do between the main-nat-third. There's some cute ideas going on in the corner bases (with those small paths providing backdoors) but the rest of the map doesn't support the skirmishing potential those paths offer. I think the big problem here is the high ground third (or fourth) in the middle. They're way too strong positionally and I think the map would be better if you got rid of them (along with the high ground pod) and made improvements from that point. (The strong position of that base is one reason why the bottom right/top left goes to waste). | ||
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RoomOfMush
1296 Posts
![]() What I tried:
Thanks for the feedback. | ||
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Plexa
Aotearoa39261 Posts
On May 04 2016 16:22 RoomOfMush wrote: I wanted to try creating a map too. This one is not finished yet, there is no texturing and no doodads but I consider the layout pretty much final. ![]() What I tried:
Thanks for the feedback. That gold base looks pretty free. I'd imagine first expand gold would be a common strategy here. Other than the gold base not much interesting is going on so it means this is probably a map which is going to be considered in the standard/macro category. This map probably won't fare favourably because the quality in that category is really high and this map is basically giving us the same basic standard formula rather than doing anything to be interesting. Not ncessarily a bad thing, but you need to make sure the map is Coda or Echo levels of quality for it to stand a chance. In terms of direct comments; the islands are useless. You're better off not having them. Although you can work them into a kind of "backdoor" base like Rush Hour or Steppes of War did. I also think you've over compensated in the center of the map; removing the rocks there would be the to maps advantage to facilitate movement between the different parts of the map (making the map more dynamic and weakening the gold a tiny bit). You might consider placing two watch towers in the center of the map which can overlook the gold bases (maybe in one of the high ground corners close to the gold). | ||
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RexTerran
54 Posts
![]() Published in ALL server. Name: GSLTV_Battle Royal. Hello I'm RexTerran. The character of this map is the different style of starting to third bases. and third base's feature. For example, if you are the 11:50 starting, you can have 11o'clock, edge of the map bases as the your third base. and if your base is on the 11o'clock, you shoud owe the 9 O'clock base as your third one. also, there are ways to third bases as you are on 11, 1, 4, 7 o'clock. therefore that bases have two ways to the back door. that style has been designed as fan style. Also, it is for 1vs1 map, the starting which is the enemy's bases located is restricted. I'll show the enemy's locations as you are 11:50 or 11 1. if you are on the 11:50, the enemy's base's location. ![]() 2. if you are on the 11, the enemy's base's location ![]() THE YELLOWS CAN NOT BE THE ENEMY'S LOCATION. | ||
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Namrufus
United States396 Posts
![]() Map Dimensions: 144x120 ![]() Map Dimensions: 144x112 The central pathway is 2x2 wide, and can be blocked by a depot/pylon. Thanks! Edit: ignore this one if 3 maps is too many, but I also have this map. It is probably stupid: ![]() It has 4 rock-blocked (terran can't land before the rocks are destroyed) gold island bases. The nat is practically an in-base, but further bases via land are difficult to get, this is to encourage use of the gold islands (in theory). The weird highground pod that overlooks the nat entrance probably makes the natural more dificult to defend, It'll probably be changed so that the nat is a true in-base, and the entrance to the main will be a single ramp up into a unified highground. | ||
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Meavis
Netherlands1300 Posts
(for real tho, not trying to be a dick of anything, just really eager to get a different perspective on my works over the past year) so here goes + Show Spoiler + ![]() ![]() ![]() ![]() ![]() ![]() bonus concept maps if you feel like it + Show Spoiler + ![]() ![]() ![]() ![]() ![]() | ||
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fluidrone
France1478 Posts
let me tell you why your map sucks | ||
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Avexyli
United States702 Posts
+ Show Spoiler + Other Macro option; Detox (148x180) + Show Spoiler + Rush: Namaste (148x148) + Show Spoiler + New (Island according to Blizz standards): Slipstream Station (156x156) + Show Spoiler + Gold: Colossus Falls (148x160) + Show Spoiler + | ||
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Viperbird
United States118 Posts
Spawns are top left and bottom right. In base expansion blocked by rocks (low hp, can be killed with a few zerglings/marines/zealot quickly.) Central watchtower covers most of the high ground area in the middle. ![]() | ||
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Viperbird
United States118 Posts
Wow Namaste is the prettiest map i've ever seen. I hope its a good map gameplay wise! | ||
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Insidioussc2
Germany96 Posts
![]() 170 x 146 Still wip, so I uploaded a pic with pathing layer visible. Do you think the main base layout can work? Marines don't reach any mineral workers from the lowground, stalkers barely do. Also I am pretty unsure if the forward gold base should stay rocked and golden. Oh and you did an amazing job so far, Thanks for doing this! | ||
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Randomaccount#77123
United States5003 Posts
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Timetwister22
United States538 Posts
This is the only map I have completed in the last few months. I re-visited the ideas of Sanctuary, so they're similar, yet quite different. ![]() I have a bunch of layouts, and these are the two I'm thinking about decorating and submitting. Though, might just make something new to replace the last one, as it's not exactly my favorite. ![]() ![]() | ||
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Plexa
Aotearoa39261 Posts
On May 04 2016 21:50 RexTerran wrote: ![]() It's a very good map. One of the few maps which are "standard" with a heavy twist to keep the game interesting, which I think is exactly the kind of map that the ladder needs. (Reminds me a bit of Usan Nation). The biggest problem is the complexity in spawn positions. Despite start positions being indicated on the minimap we've never seen something this complex on the ladder so I'm not sure how well it will be accepted. Still, the map is polished and offers a really unique concept so I hope it gets deep into TLMC. To other mappers, this map serves an important lesson in creating effective maps. The basic rules of the game are respected so players can play a standard build, but the architecture of the map opens up new and different strategies which means this map isn't going to play out like a carbon copy of a previous map. This is the right way to innovate. On May 05 2016 00:50 Namrufus wrote: Please tell me how these maps suck. ![]() Map Dimensions: 144x120 Looks like a HotS map since there's so few expansions and they're reasonably spread out. I'd consider adding a base on the high ground behind the third (and consequently making the map taller) and removing the rocks. Then you can widen the chokes into either of the third options. This would make the map feel more LotV-esque. Not much else to say since it's a fairly standard map. ![]() Map Dimensions: 144x112 The central pathway is 2x2 wide, and can be blocked by a depot/pylon. Another map which feels like it's better suited to HotS than LotV. More interesting than your first submission, although it's harder to read from the overview because of the decoration which means things like the pathway might not be seen. I think you need to find spaces for an additional base for each player at a minimum. Questions: (1) what is the intent of the gold base, it feels like you just decided it should be gold with no rationale behind it. (2) the natural choke, what do you hope to achieve with that design? I'm not sure what the LOS blockers and dual path are meant to bring to the table. Edit: ignore this one if 3 maps is too many, but I also have this map. It is probably stupid: ![]() It has 4 rock-blocked (terran can't land before the rocks are destroyed) gold island bases. I assume there are doodads placed in the island which prevent a CC from landing next to the rock? I like the concept of this map, unfortunately it just won't work in LotV. Enlarge the map and add many more bases for each player. There's potential in this concept but the map at the moment isn't great. | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 02:59 Meavis wrote: ![]() Annihilation Station with tweaks? I'm a fan. I don't think you're going to get a standard map executed much better than this (and also traditionally you've been strongest in created standard maps). I would imagine this map would be excluded from the finals only if (a) there are better standard maps (haven't seen any yet) (b) there are imbalances found (unlikely in this time period) (c) Blizzard don't to go in this direction. (c) is the most likely but that's to the detriment of the map pool. ![]() It's not bad, but the previous map just feels better executed. It's hard for me to suggest improvements since it's already fairly polished and the criticisms would be to do with how effective the design decisions you've made. Anyway, since they're pretty similar in gameplay I wouldn't submit this one if you had to choose. ![]() This is interesting, but it's not a finalist yet. I think you need to go over the map and really develop the ideas in this map: (i) the reasonably safe expansions (esp. nat third) but vulnerable to rocks being broken (ii) rocks dictating attack paths on an otherwise flat map. I'd suggest going a little crazy with these two ideas (so make bases extremely safe, but with rocks providing that safety and rocks better placed to dictate attack paths). With that more extreme map you can compare and contrast with this map and hopefully find a happy middle ground where the concept really shines and screams out for attention. ![]() Comments similar to the second map, but it's less interesting still. With these maps you always run the danger of being boring unless it's exceptionally executed. ![]() This is getting more interesting since there's all the LOS blockers around. Still feels like you're being restrained with your concept here. I think they need to be used as tactically as possible since a bunch of them don't really contribute to the map at all. I also wish that the high ground side paths were more important, not sure how you do that though. Needs to have more bases to be more LotV-esque. ![]() Interesting idea here. Problem is that it's a huge pain in the ass to defend behind the exposed mineral lines. I would even consider making the highground at 3/6/9/12 a path between the natural and the area behind the mineral lines. Balance wise I'd be concerned about the strength of the high ground overlooking the natural area since it seems a huge pain to break an entrenched position there. ![]() ![]() These two have the most potential. | ||
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Plexa
Aotearoa39261 Posts
Firstly the light decals are distracting; you might consider submitting an image where that isn't so pronounced to TLMC. It doesn't feel like a macro map since there's exclusively small corridors on the map, meaning the map is more suited to skirmishing than large fights. I'd open up the center so that there's a large expanse of ground instead of a bridge in the center. This would help armies fight. You could do the same thing with the center blue bases, that is removing the high ground corridor near them (which serves minimal purpose) in favour of more room. A few of the bases are really hard to attack because of all the corridors as well (e.g. the natural fourth base). I don't understand the point of the gold base either, care to explain? In summary, I think the map can be greatly improved by cutting features which aren't used in games or are making the gameplay experience worse. Similar comments to the previous map. There's a lot going on here and I think you need to be more prudent on whether you include the feature or not. The gold base is also super weird and out of place. I think your first map is stronger. The top half of the map is really nice, the bottom half of the map doesn't work for me. Like there's all this good stuff which forces conflict in the top half of the map, but the bottom half of the map has none of that. I don't think you can ever pull off this concept successfully while retaining this layout of the map because the bottom will always bring the concept down. ![]() I'd rebuild the map with that structure in mind. I think you'll be better able to retain the tension/excitement in the map with the bases laid out like that. (White space in the above image being terrain to be filled in) What is new about this map? My immediate concern is the bottom left/top right where 3 bases can be secured from securing one position. That seems a little strong. The map feels like it's just a split map right now so doesn't seem that interesting. I woudln't class this as doing something interesting with the gold bases. There's nothing too extreme about the positioning at the moment. Similar to the previous map, there's no contested expansions due to the expansion layout which is kind of a shame. This just means its going to be a splitmap map and not very interesting. The islands are a nice idea, but it feels a bit like an afterthought - I wish it were more of a feature. The gold third is weird, I'm not sure why you did that other than to make it appear different. On May 05 2016 05:35 Viperbird wrote: Nerazim Outpost 140x132 Spawns are top left and bottom right. In base expansion blocked by rocks (low hp, can be killed with a few zerglings/marines/zealot quickly.) Central watchtower covers most of the high ground area in the middle. ![]() Blizzard will change the rocks to default values which defeats the purpose of them. There are some proportion issues in two ways; base distances and land mass sizes. As meavis famously said, that's an issue that only gets resolved with experience. It's also a variation of standard which means its competing in the most difficult of categories so I don't think it will go very far. | ||
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Namrufus
United States396 Posts
On May 05 2016 09:22 Plexa wrote: Another map which feels like it's better suited to HotS than LotV. More interesting than your first submission, although it's harder to read from the overview because of the decoration which means things like the pathway might not be seen. I think you need to find spaces for an additional base for each player at a minimum. Questions: (1) what is the intent of the gold base, it feels like you just decided it should be gold with no rationale behind it. (2) the natural choke, what do you hope to achieve with that design? I'm not sure what the LOS blockers and dual path are meant to bring to the table. + Show Spoiler [map image] + ![]() I envision that the default expansion route is in a straight line, vertically (blue lines in the spoilered image). The intent of the gold base is to provide an additional incentive to break the pattern and flop to the other side (yellow lines). I guess maybe it doesn't need to be gold to have that effect(?) The weird nat is just weird for the sake of weird. The patch of los outside the nat is patterned after similar features in early WOL bliz maps, like on scrap station, and isn't really doing anything in terms of, like, any sort of Grand Design for the map as a whole. I assume there are doodads placed in the island which prevent a CC from landing next to the rock? I like the concept of this map, unfortunately it just won't work in LotV. Enlarge the map and add many more bases for each player. There's potential in this concept but the map at the moment isn't great. more bases, you say.....???? ![]() + Show Spoiler [map image] + ![]() Seriously though, thanks for the feedback. | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 12:01 Namrufus wrote: + Show Spoiler [map image] + ![]() I envision that the default expansion route is in a straight line, vertically (blue lines in the spoilered image). The intent of the gold base is to provide an additional incentive to break the pattern and flop to the other side (yellow lines). I guess maybe it doesn't need to be gold to have that effect(?) The weird nat is just weird for the sake of weird. The patch of los outside the nat is patterned after similar features in early WOL bliz maps, like on scrap station, and isn't really doing anything in terms of, like, any sort of Grand Design for the map as a whole. more bases, you say.....???? ![]() + Show Spoiler [map image] + ![]() Seriously though, thanks for the feedback. I don't see players expanding vertically; I think that the natural fourth location is the gold base (it's way easier to defend than the base at the top). In fact, it's almost as defendable as the 'natural' third. I'm not sure the gold base achieves what you want it to/ With the current setup I feel like every race will take that base as their third, if not, take it as their natural. | ||
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Uvantak
Uruguay1381 Posts
Also, here's a small sketch I did a while ago, seen that there's still some time, what do you think of it? ![]() | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 06:31 Insidioussc2 wrote: ![]() The proportions here are way off. The telltale sign of this is the massive amounts of deadspace/water that you've put everywhere. In base golds as a natural are way too extreme. I feel like until we see a gold base natural that this is too far. The features on the right side of the map are wasted; so much of any maps action revolves around bases 1-2-3-4 so the stuff going on around bases 5-6-7-8 rarely get any playtime. It's advisable to keep those bases simple for this reason. If you divide your map vertically into quarters, the 2nd quarter from the left should be deleted and everything else moved over (basically from the natural ramp to the center ot the map). That'd do a lot for the map. On May 05 2016 07:50 Timetwister22 wrote: ![]() Somethings off with this. I don't understand what the idea of the map is anymore. I still like the vulnerable golds, but beyond that I get confused. There's no expansion conflict (each side has their own bases and that's it), it's frustrating to move around the map and the only strategic location that you can hold on the map is the high ground overlooking the gold base above/below the main. It's a playable map for sure, but it doesn't leap out to me as contest winner or anything. ![]() Strikes me as a HotS map not a LotV map. I'm sure if you polished this it'd be a pretty good standard map, but maybe not worth the time invested to do that because standard maps have a low payoff contest-wise these days. ![]() This is a little more interesting. It's still on the standard side so maybe you can do one of those experimental gold things here. Instead of having the rock on the ramp place the rock between the natural and third on the high ground which blocks it off. Then if that base were gold you'd have some interesting conflict possible. And even if you take the base there's still some counterplay from the lowground. I wish bottom righ/top left were more interesting, but maybe that's a necessarily evil. | ||
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RoomOfMush
1296 Posts
I completely agree with the Xel-Naga tower. I added one to the center, it overlooks both gold bases almost completely. I also moved the gold minerals as close to the cliff as possible. Stalkers can now attack most patches from the low ground. Do you think this is an improvement (with the far corners) or has it become worse? ![]() My goal was to make the side paths less approachable to make the center path more important. | ||
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Fatam
1986 Posts
On May 04 2016 15:28 Plexa wrote: Yeah I like what's going on with the main-nat-third-fourth in the first map. There's an interesting decision to be made between taking the more convenient to defend third or safer natural. So you might see different races deciding to take different bases (i.e. zerg the convenient one, terran the safer one). Changes to emphasize this decision would be good for the map. I don't like the center; seems unreasonably restrictive. Definitely has potential, keep at it. The second one I'm less enthusiastic about. I don't understand what you're trying to do between the main-nat-third. There's some cute ideas going on in the corner bases (with those small paths providing backdoors) but the rest of the map doesn't support the skirmishing potential those paths offer. I think the big problem here is the high ground third (or fourth) in the middle. They're way too strong positionally and I think the map would be better if you got rid of them (along with the high ground pod) and made improvements from that point. (The strong position of that base is one reason why the bottom right/top left goes to waste). Thanks for the thoughts! That's a bitter pill to swallow @ the 2nd one, especially since the highground 4th and the horizontal ramp inbetween it and the nat is a major part of the map, maybe even the most inluential. The idea with that highground and it's strong defending power and with the corner bases and the difficulty in bouncing between them and your other bases (among other things) was to encourage airplay (but it may be compromising other things too much). Now to figure out if I try a new version of this map or just submit another map in its stead. Other possibilities are: http://www.teamliquid.net/forum/sc2-maps/486122-2-arcane-asteroid (with the speed reduction on ramps removed, obviously) http://www.teamliquid.net/forum/sc2-maps/502168-2-revanscar-relay http://www.teamliquid.net/forum/sc2-maps/503864-2-the-jungle-sleeps http://www.teamliquid.net/forum/sc2-maps/498862-2-the-shoals http://www.teamliquid.net/forum/sc2-maps/499410-2-disperse or even add a base to one of these old ones: http://www.teamliquid.net/forum/sc2-maps/421766-2-the-moor http://www.teamliquid.net/forum/sc2-maps/416510-2-flame-crest if that's too much to skim through then I can't blame you at all Cheers | ||
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Insidioussc2
Germany96 Posts
On May 05 2016 14:06 Plexa wrote: The proportions here are way off. The telltale sign of this is the massive amounts of deadspace/water that you've put everywhere. In base golds as a natural are way too extreme. I feel like until we see a gold base natural that this is too far. The features on the right side of the map are wasted; so much of any maps action revolves around bases 1-2-3-4 so the stuff going on around bases 5-6-7-8 rarely get any playtime. It's advisable to keep those bases simple for this reason. If you divide your map vertically into quarters, the 2nd quarter from the left should be deleted and everything else moved over (basically from the natural ramp to the center ot the map). That'd do a lot for the map. Thanks, I am gonna scramble the map and maybe reuse parts of it. On a side note: we already have a ladder map with a gold base natural | ||
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NewSunshine
United States5938 Posts
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Vilham
11 Posts
![]() ![]() | ||
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Xenotolerance
United States464 Posts
![]() and ![]() cassiopeia of old has been complete for ages, new one still needs some love | ||
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BoxedCube
United States23 Posts
![]() Would love some feedback on this map. Thanks. New mapmaker here. | ||
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anon244
5 Posts
GoldRushVoid (Macro Map; Forced Cross Spawn) 184x176 StrategicMining (New/Interesting High Yield Usage) 176x130 ![]() | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 19:07 Insidioussc2 wrote: Thanks, I am gonna scramble the map and maybe reuse parts of it. On a side note: we already have a ladder map with a gold base natural Shows what I know I've been knee deep in writing my PhD I haven't kept up with the latest maps lol | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 16:55 Fatam wrote: I'm not sure that it encourages air play as much as you want. Air play is also pretty hard to encourage since that tends to imbalance things (I generally think Terran is strong in those circumstances, and Protoss the weakest). To do that I think you need to have more restrictive terrain design - think Desert Oasis kinds of restrictive - so that air play really is the strongest strategy. At the moment air play makes sense with that lone base, but no other feature on the map supports that. Bring the rest of the map in line with that feature if you want to it to be successful.Thanks for the thoughts! That's a bitter pill to swallow @ the 2nd one, especially since the highground 4th and the horizontal ramp inbetween it and the nat is a major part of the map, maybe even the most inluential. The idea with that highground and it's strong defending power and with the corner bases and the difficulty in bouncing between them and your other bases (among other things) was to encourage airplay (but it may be compromising other things too much). Now to figure out if I try a new version of this map or just submit another map in its stead. Other possibilities are: http://www.teamliquid.net/forum/sc2-maps/486122-2-arcane-asteroid (with the speed reduction on ramps removed, obviously) http://www.teamliquid.net/forum/sc2-maps/502168-2-revanscar-relay http://www.teamliquid.net/forum/sc2-maps/503864-2-the-jungle-sleeps http://www.teamliquid.net/forum/sc2-maps/498862-2-the-shoals http://www.teamliquid.net/forum/sc2-maps/499410-2-disperse or even add a base to one of these old ones: http://www.teamliquid.net/forum/sc2-maps/421766-2-the-moor http://www.teamliquid.net/forum/sc2-maps/416510-2-flame-crest if that's too much to skim through then I can't blame you at all CheersFlame Crest had a lot of potential last time I saw it, I think it needs some real games to see how it plays out and go from there. Definitely worth doing a Flame Crest 2.0. Revanscar is another one that caught my eye, worth getting some games on it to see how all those bases work out. Might be too many easily taken bases and the map ends up boring. Arcane is nice but standard. Disperse has potential, but I'd prefer one of the previous two to that. | ||
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Plexa
Aotearoa39261 Posts
The Korean scene would fucking love these maps. The only concerns I have are whether or not there's enough special twist to make these maps stand out from the other standard map submissions. The first map I'd consider making the exposed 'third base' a gold base. More chance of it being taken early and those collapsable rocks being used in an all in counter strategy. It's a fine map without that, but might give it more of a twist to help it stand out. The second map is okay, but the top left/bottom right are a little boring. I like how the center might play out in a longer game though; perhaps some changes to make that more of a feature? Maybe trimming the TL/BR bases allows you some room to make some improvements to the center? | ||
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Plexa
Aotearoa39261 Posts
On May 06 2016 04:26 NewSunshine wrote: I'm confident in my other 2 submissions, but if you're still shelling out feedback, feel free to tell me what you think about this one: ![]() Strikes me as being awkward to play =/ hard to envision how this map is supposed to play out in a fun way. Like I get that you want the gold bases in the center to be taken but I'm not sure what the rest of the map does to support that theme. I feel like it will be a really snowbally map in that one player getting an edge probably wins them the game because it's so hard to attack and move around the map. | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 13:59 Uvantak wrote: Hmm I was wondering if you would be able to keep up with the incoming flood of maps, but nice to see that somehow you still managed to, also regarding Bastion, I agree with you at least partially regarding that the idea behind the map became lost between all the changed I did to it to avoid it becoming too Z favored based on the initial Naturals which were more open, also the general idea of the map, goes more along Dallaire, where the center of the map is secondary to the sidepaths. Also, here's a small sketch I did a while ago, seen that there's still some time, what do you think of it? ![]() Fuck I missed this one. Strikes me as a playable four player map.... which is an accomplishment. Even the central bases seem holdable and not just win-more bases. Polish it up; if a standard map is what Blizz is looking for then this map could well be it (seeing as 4p maps are always in short supply). Might need a tweak to a few of the ramps to facilitate army movement but this is really promising. | ||
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Plexa
Aotearoa39261 Posts
On May 06 2016 05:03 Vilham wrote: So I worked on this map ages ago and have recently updated it. It has a low protected 2nd and rocks blocking the mid route to slow early game rushes. ![]() Despite the same-height main this is still a pretty standard map. It's pretty good structually which is good to see, needs a few more bases to be LotV friendly. It's not polished enough for it to seriously compete against some of the other standard map submissions but it looks like a good stepping stone map for your own development and that future maps from you will start being of higher quality. | ||
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Plexa
Aotearoa39261 Posts
On May 06 2016 06:24 Xenotolerance wrote: Can I count on your vote in 2016? ![]() I don't get it. All the bases are so safe and the map is so split-mappy with the only thing to counterbalance being a rocked ramp from the third. It just seems really bland I don't see what the gold base adds to the tension on the map (seems like a pretty easy and safe base to take) nor do I see the point of the highground around the edge of the TL/BR of the map. Given that the map is standard and competing against other standard maps this won't get very far. You might get more mileage out of this base layout by making it flip symmetric along the top left/bottom right diagonal. Adjust some of the resulting bases and I think the map probably ends up more interesting.![]() cassiopeia of old has been complete for ages, new one still needs some love Better, still needs work. The islands will basically never be used; move them somewhere where they will be or make them more attractive to take in some way else they shouldn't be on the map. Why is the natural ramp only 1x1? Seems really thin and bad for gameplay. Yes I know the rocks are there to offset that, but this is LotV not HotS, you can afford to make the natural less safe than it is. The third with the XNT seems particularly defensive, is that really the best decision for the map? Generally I think the map needs a clearer concept; the island, the third-XNT setup, the rock backdoor into the natural... they're all okay features but none of them compliment each other, and at times even conflict with each other (e.g. the XNT gives you defensive options which gives you greater backdoor coverage). Think about which of those concepts you like the most and rebuild the map around that. | ||
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Plexa
Aotearoa39261 Posts
On May 05 2016 16:07 RoomOfMush wrote: Thanks for the feedback! I completely agree with the Xel-Naga tower. I added one to the center, it overlooks both gold bases almost completely. I also moved the gold minerals as close to the cliff as possible. Stalkers can now attack most patches from the low ground. Do you think this is an improvement (with the far corners) or has it become worse? ![]() My goal was to make the side paths less approachable to make the center path more important. I'm not sure the LOS blockers are accomplishing that. I don't think that the center path is very important still ![]() | ||
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Plexa
Aotearoa39261 Posts
On May 06 2016 15:03 anon244 wrote: I'm not particularly good at making maps look aesthetically pleasing, so I'm sure these maps suck in more ways than I care to count. Nonetheless, I don't make maps that often so I'm game to find out just how badly these maps suck. After all, getting better is hard without knowing what exactly can and should be improved. GoldRushVoid (Macro Map; Forced Cross Spawn) 184x176 StrategicMining (New/Interesting High Yield Usage) 176x130 ![]() Both maps fail on basic proportions issues. Study other maps in the map pool to get a feel for base layout distances, open space-empty space proportions as well as how and where features are placed. On May 06 2016 10:01 BoxedCube wrote: ![]() Would love some feedback on this map. Thanks. New mapmaker here. Main-nat-third seem appropriately proportioned, but the rest of the map feels off. Thematically I'm not sure what you're going for here. Seems like you're trying to make a standard map? It's still worth having ideas about how you want the map to play out, because at the moment there's not much. The expansion pattern feels boring (very safe, no expansion tension and very splitmapish). | ||
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Superouman
France2195 Posts
Amen | ||
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Enekh
Korea (South)73 Posts
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deymos
35 Posts
![]() Macro: Ultarian Mines ![]() Gold base usage: A Treacherous Paradise (the "pocket" expansion is in front, not back and has some rocks, and it's your choice to take it or maybe leave it and expand towards gold base. Cross sprawns only) ![]() "Cool map": Ashes of War (horizontal symmentry with rocks usage which can make rush distance very short at late game, there are lot of choices to expand - more risky and safer, but without gold base benefits. And there is open path to your backdoor, but rush distance into it is very long) ![]() Thanks for your opinion ![]() | ||
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TheSkunk
82 Posts
Spear of Adun: + Show Spoiler + ![]() Crystal Crypt: + Show Spoiler + ![]() Phaeton Oasis: + Show Spoiler + ![]() | ||
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NewSunshine
United States5938 Posts
On May 06 2016 22:02 Plexa wrote: Strikes me as being awkward to play =/ hard to envision how this map is supposed to play out in a fun way. Like I get that you want the gold bases in the center to be taken but I'm not sure what the rest of the map does to support that theme. I feel like it will be a really snowbally map in that one player getting an edge probably wins them the game because it's so hard to attack and move around the map. I think I agree, it has some stuff I want to have in a map, but I don't think it's a very tight design. I was wondering if there was a certain thing I could change, but it might be more complex than that. I think I'll stick to using 2 maps this contest. Thanks! | ||
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Beelzebub1
1004 Posts
On May 05 2016 09:57 Plexa wrote: Annihilation Station with tweaks? I'm a fan. I don't think you're going to get a standard map executed much better than this (and also traditionally you've been strongest in created standard maps). I would imagine this map would be excluded from the finals only if (a) there are better standard maps (haven't seen any yet) (b) there are imbalances found (unlikely in this time period) (c) Blizzard don't to go in this direction. (c) is the most likely but that's to the detriment of the map pool. It's not bad, but the previous map just feels better executed. It's hard for me to suggest improvements since it's already fairly polished and the criticisms would be to do with how effective the design decisions you've made. Anyway, since they're pretty similar in gameplay I wouldn't submit this one if you had to choose. This is interesting, but it's not a finalist yet. I think you need to go over the map and really develop the ideas in this map: (i) the reasonably safe expansions (esp. nat third) but vulnerable to rocks being broken (ii) rocks dictating attack paths on an otherwise flat map. I'd suggest going a little crazy with these two ideas (so make bases extremely safe, but with rocks providing that safety and rocks better placed to dictate attack paths). With that more extreme map you can compare and contrast with this map and hopefully find a happy middle ground where the concept really shines and screams out for attention. Comments similar to the second map, but it's less interesting still. With these maps you always run the danger of being boring unless it's exceptionally executed. This is getting more interesting since there's all the LOS blockers around. Still feels like you're being restrained with your concept here. I think they need to be used as tactically as possible since a bunch of them don't really contribute to the map at all. I also wish that the high ground side paths were more important, not sure how you do that though. Needs to have more bases to be more LotV-esque. Interesting idea here. Problem is that it's a huge pain in the ass to defend behind the exposed mineral lines. I would even consider making the highground at 3/6/9/12 a path between the natural and the area behind the mineral lines. Balance wise I'd be concerned about the strength of the high ground overlooking the natural area since it seems a huge pain to break an entrenched position there. These two have the most potential. That top one looks like a tlmc winner to me. I don't know how to just quote the map lol | ||
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BoxedCube
United States23 Posts
![]() Standard maps that I hope promotes early aggressive plays and late game positional plays. Natural backdoor can be walled with a pylon where the rocks are. | ||
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Uvantak
Uruguay1381 Posts
On May 06 2016 22:07 Plexa wrote: Fuck I missed this one. Strikes me as a playable four player map.... which is an accomplishment. Even the central bases seem holdable and not just win-more bases. Polish it up; if a standard map is what Blizz is looking for then this map could well be it (seeing as 4p maps are always in short supply). Might need a tweak to a few of the ramps to facilitate army movement but this is really promising. Yeah, I knew you would like it, but my main issue with the map is that I'm not sure if this is the kind of thing the 1st stage judges are looking forwards to, had the TLMC been judged by the DevTeam like previous contests, I would send this one no problem seeing that this is the kind of thing they enjoy (I mean, I developed the map for them), but afaik this time the judges are mostly progamers who are pretty tired of the quirky maps, even if it is more of a standard-ish quirky one. So yeah, overall I'm not sure what to submit given the "last moment" changes on the judging panel. | ||
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Avexyli
United States702 Posts
![]() Macro Map. Subcategory would be the gold one, as the gold is close by and defendable as a natural, but punishable. 144x144. ninja edit: fixed the distance between main and natural, squished the gap of the gold base entrance, added a ramp for the area above the gold. | ||
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Plexa
Aotearoa39261 Posts
On May 07 2016 08:56 Uvantak wrote: Yeah, I knew you would like it, but my main issue with the map is that I'm not sure if this is the kind of thing the 1st stage judges are looking forwards to, had the TLMC been judged by the DevTeam like previous contests, I would send this one no problem seeing that this is the kind of thing they enjoy (I mean, I developed the map for them), but afaik this time the judges are mostly progamers who are pretty tired of the quirky maps, even if it is more of a standard-ish quirky one. So yeah, overall I'm not sure what to submit given the "last moment" changes on the judging panel. I'd submit it anyway. So far as 4p maps go things don't get more playable than this. | ||
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Plexa
Aotearoa39261 Posts
On May 07 2016 11:32 Avexyli wrote: ![]() Macro Map. Subcategory would be the gold one, as the gold is close by and defendable as a natural, but punishable. 144x144. ninja edit: fixed the distance between main and natural, squished the gap of the gold base entrance, added a ramp for the area above the gold. There's a lot of interesting ideas here but I feel like you need to show more restraint because there's so much going on that you have to wonder how much of it is actually necessary/beneficial to the map. So for instance, the high ground in the main doesn't seem to serve a useful purpose (I can only think it's useful to hide a drop; LOS blockers ala early WOL era maps could achieve the same thing in a less radical way). I'd remove those. The high ground XNT seem to only be usable by Terran, and provide questionable benefit in any eventuality (best case scenario; tanks holding that position but that's pretty unlikely IMO) Next you have features that are in tension. I really like the destrucible rocks that need to be broken to reveal an exposed mineral line but let's think about that feature in the context of the map. The gold base is almost always going to be as a first or second expansion, meaning you're likely to have buildings/units in that area controlling the vulnerable side of the mineral line. That base might be taken then as a 4th or 5th base (more likely 5th since the high ground base near the gold is so safe) which means that destructible rock-vulnerable mineral line feature isn't really contributing much. If I were you, I'd push for a gold base = risky base, blue base = safe base theme (which also helps to increase the validity of it being a gold base map). A starting point for this idea would be something like ![]() And then you can iterate upon that until you are satisfied. You don't have to go this way obviously, but it really makes the theme of the map clear and removes the unnecessary features leading to a better experience. | ||
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Plexa
Aotearoa39261 Posts
On May 07 2016 00:39 Enekh wrote: ![]() This looks like a teamplay map? You should show start positions; otherwise its hard for judges to read the map overview quickly which pisses them off. ![]() This map is huge. (I'm assuming start positions are the corners). I like the restricted space in the main - you could take this a step further and decrease it even further (like Forte from BW). That could make the unique twist of the map more obvious and maybe even making the map more interesting. The islands are a little questionable; they just seem to fill up space rather than be useful, but I don't see anything else you can do with that space so mayaswell leave them. I think horizontal and cross spawn are the most interesting spawn locations, vertical spawn feels a little awkward. ![]() I don't know where the spawn locations are bottom right/top left? If so, then this is a complex map that has me interested. Probably going to be a balancing nightmare but could be a very interesting map to see get game time to help the communtiy understand the limits of mapping. I like it.![]() I have no idea where the spawn locations are top left/bottom right would be my guess. Again your doing really experimental things with your first few bases which is pretty cool. If my spawn location guess is right, then I don't think you need the rocks in bottom left/top right. The map would be better with those gone to make the late game more dynamic. Not a fan of the central gold bases on this map since they strike me as 'win more' bases rather than something you'd take to gain an advantage. The map would be good without them imo. Another good map, but I prefer the previous one to this one if you're deciding between them (I like them both more than the macro map).![]() I really want to like this map, but I think the concept needs more refinement. I wish the side paths were more important throughout all phases of the game. Right now they're only useful sometimes (mostly the enemy using them to drop). There's so much potential with this concept then I think you can do more to make them more impactful. I would think really hard about changing the bottom right/top left in ways that make the side paths more interesting since I think those areas are the weakest on the map. If those corners are improved then this could go very deep into the contest imo. ![]() The problem with these kinds of maps is that its so annoying to move between each side of the map. That means these maps tends to end up more frustrating than fun to play on. Of the maps you've posed this one is by far the weakest. I like what you've tried to do here (safe blues, dangerous golds) but there are better ways to execute this concept, | ||
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Plexa
Aotearoa39261 Posts
On May 07 2016 01:15 deymos wrote: First of all, thank you for making that kind of topic ![]() Macro: Ultarian Mines ![]() I can see that you tried with this map but I'm not a fan. I'm not getting the main-nat-third setup. Why is the third so safe? Why is the natural so open to backdoors? Seems counter intuitive. The central gold bases are not good, they're winmore bases not things you take to gain a tactical edge (these are the worst uses of gold bases). Bottom right/top left feel pretty disjointed from the rest of the map. There also isn't a clear theme from my point of view. Gold base usage: A Treacherous Paradise (the "pocket" expansion is in front, not back and has some rocks, and it's your choice to take it or maybe leave it and expand towards gold base. Cross sprawns only) ![]() I want to like this map but I think the 4p symmetry gimps your ability to make the map effective. For instance, as Terran I'd imagine they'd take the pocket natural then the close gold (overlooked by the pocket natural) becuase thats a strong defensive position which they have all the tools to defend. Crazy things like CC floats early could also be viable. I think if you keep one set of spawns and delete the other two you can work around the interesting base layout decisions in a stronger way. Definitely potential here. "Cool map": Ashes of War (horizontal symmentry with rocks usage which can make rush distance very short at late game, there are lot of choices to expand - more risky and safer, but without gold base benefits. And there is open path to your backdoor, but rush distance into it is very long) ![]() Thanks for your opinion ![]() The previous map was more of a cool map imo the map has some proportion issues -- it feels like there are large expanses of plain land in some parts and then there's that awkward bridge between the natural close to the gold I get the concept which is good, but I don't think it's been executed as well as it could have been. | ||
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Plexa
Aotearoa39261 Posts
On May 07 2016 04:36 TheSkunk wrote: Are all spawns enabled? If so, if you drawn a line from top left to bottom right then spawning on the same side of that line looks really unfun. Way too many corridors for a good game to happen. Cross map seems okay, but I'm concerned there might be some proportion issues around the center of the ship which limits the strength of the map. It's a cute concept though. Probably needs more polish before it'll be a contender (polishing mostly around the proportions of the map).I know you gave an opinion of Phaeton Oasis already, but not the others, and I've made changes to all of them. Thanks! Spear of Adun: + Show Spoiler + ![]() Unfortunately just kinda bland. The kind of map I feel like I've seen hundreds of times before; and has some awkwardness in the bottom left/top right. The rocks make this map more interesting which is good. Again I have concerns about the XNT gimmick (I question how successful it will be in LotV). Not sure why there's a second XNT in the third though? Not sure what that is adding to the map. The two central blue bases are win more bases, so don't expect them to have any strategic value. I wish the path behind the third extended behind the mineral line so that it opened up possibilities for the opponent to harass. Right now I'm not sure what value they offer (the rocks may as well be deleted at the moment). Probably the strongest map of the three, still needs refinement. | ||
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The_Templar
your Country52797 Posts
On May 07 2016 18:50 Plexa wrote: This looks like a teamplay map? You should show start positions; otherwise its hard for judges to read the map overview quickly which pisses them off. According to the map thread it is actually a 1v1 map. | ||
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DCStarcraftGall
102 Posts
On May 07 2016 18:50 Plexa wrote: This looks like a teamplay map? You should show start positions; otherwise its hard for judges to read the map overview quickly which pisses them off. This map is huge. (I'm assuming start positions are the corners). I like the restricted space in the main - you could take this a step further and decrease it even further (like Forte from BW). That could make the unique twist of the map more obvious and maybe even making the map more interesting. The islands are a little questionable; they just seem to fill up space rather than be useful, but I don't see anything else you can do with that space so mayaswell leave them. I think horizontal and cross spawn are the most interesting spawn locations, vertical spawn feels a little awkward. I don't know where the spawn locations are bottom right/top left? If so, then this is a complex map that has me interested. Probably going to be a balancing nightmare but could be a very interesting map to see get game time to help the communtiy understand the limits of mapping. I like it.I have no idea where the spawn locations are top left/bottom right would be my guess. Again your doing really experimental things with your first few bases which is pretty cool. If my spawn location guess is right, then I don't think you need the rocks in bottom left/top right. The map would be better with those gone to make the late game more dynamic. Not a fan of the central gold bases on this map since they strike me as 'win more' bases rather than something you'd take to gain an advantage. The map would be good without them imo. Another good map, but I prefer the previous one to this one if you're deciding between them (I like them both more than the macro map).I really want to like this map, but I think the concept needs more refinement. I wish the side paths were more important throughout all phases of the game. Right now they're only useful sometimes (mostly the enemy using them to drop). There's so much potential with this concept then I think you can do more to make them more impactful. I would think really hard about changing the bottom right/top left in ways that make the side paths more interesting since I think those areas are the weakest on the map. If those corners are improved then this could go very deep into the contest imo. The problem with these kinds of maps is that its so annoying to move between each side of the map. That means these maps tends to end up more frustrating than fun to play on. Of the maps you've posed this one is by far the weakest. I like what you've tried to do here (safe blues, dangerous golds) but there are better ways to execute this concept, First map is 1v1 map with 2 back door expansions | ||
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Avexyli
United States702 Posts
On May 07 2016 15:23 Plexa wrote: There's a lot of interesting ideas here but I feel like you need to show more restraint because there's so much going on that you have to wonder how much of it is actually necessary/beneficial to the map. So for instance, the high ground in the main doesn't seem to serve a useful purpose (I can only think it's useful to hide a drop; LOS blockers ala early WOL era maps could achieve the same thing in a less radical way). I'd remove those. The high ground XNT seem to only be usable by Terran, and provide questionable benefit in any eventuality (best case scenario; tanks holding that position but that's pretty unlikely IMO) Next you have features that are in tension. I really like the destrucible rocks that need to be broken to reveal an exposed mineral line but let's think about that feature in the context of the map. The gold base is almost always going to be as a first or second expansion, meaning you're likely to have buildings/units in that area controlling the vulnerable side of the mineral line. That base might be taken then as a 4th or 5th base (more likely 5th since the high ground base near the gold is so safe) which means that destructible rock-vulnerable mineral line feature isn't really contributing much. If I were you, I'd push for a gold base = risky base, blue base = safe base theme (which also helps to increase the validity of it being a gold base map). A starting point for this idea would be something like + Show Spoiler + ![]() And then you can iterate upon that until you are satisfied. You don't have to go this way obviously, but it really makes the theme of the map clear and removes the unnecessary features leading to a better experience. I actually quite like your suggestions, so this is what it looks like now: ![]() EDIT: Here's a new map too: 144x144. Just a macro map. | ||
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Kinshini
United States26 Posts
Saw your post for reviews so I might as well get some feedbacks. I'm most likely only going to submit the first one - still have a ton of clean up to do and getting slammed with school, work, and exams as it is finals week. I may or may not finish it and the second map is my back up. Polt, Violet, many teammates, and friends already gave their feedback and I'm in the process of shrinking the main base and cleaning up the artwork so my main concern is not technically balance, but rather if people like you who would judge or rate the map for the contest would like it and if it's good enough for the map pool and GSL. ![]() ![]() Thanks for the review, Kin (Ryuuga) H. Wong | ||
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Plexa
Aotearoa39261 Posts
On May 07 2016 22:24 The_Templar wrote: According to the map thread it is actually a 1v1 map. In that case I have concerns over the bases being too easily defended. If you're giving a player two free bases to take I think you can afford to make the main ramp much more difficult to hold. So for instance, making the 1x1 ramps into 2x2 ramps. On May 08 2016 04:10 Avexyli wrote: I actually quite like your suggestions, so this is what it looks like now: ![]() Yeah that's looking better. Still probably needs to be worked on to make sure the gold bases are not always the right choice (I think they might be in all cases except natural-third choice right now). But I like this a lot more than the first version. EDIT: Here's a new map too: 144x144. Just a macro map.Looks solid. My concerns would be about the gold mineral wall near the natural. Can that be mined from the natural side efficiently? I think there's likely to be a lot of awkwardness around that area so maybe some test games would be really beneficial. On May 08 2016 06:43 Kinshini wrote: The angled overview + lighing effects make this map too difficult for me to read. I'm going to need a better picture.Hey Plexa, Saw your post for reviews so I might as well get some feedbacks. I'm most likely only going to submit the first one - still have a ton of clean up to do and getting slammed with school, work, and exams as it is finals week. I may or may not finish it and the second map is my back up. Polt, Violet, many teammates, and friends already gave their feedback and I'm in the process of shrinking the main base and cleaning up the artwork so my main concern is not technically balance, but rather if people like you who would judge or rate the map for the contest would like it and if it's good enough for the map pool and GSL. ![]() You need to show the start positions because I don't know if this is a 2p map or a 4p map. | ||
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Kinshini
United States26 Posts
Album ![]() ![]() + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + ![]() ![]() + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + Alright, that took me a bit of time to post, let me know what you think. Kin (Ryuuga) H. Wong | ||
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Avexyli
United States702 Posts
Looks solid. My concerns would be about the gold mineral wall near the natural. Can that be mined from the natural side efficiently? I think there's likely to be a lot of awkwardness around that area so maybe some test games would be really beneficial. Mineable, yes, but not efficiently no. You can't even put your base close enough to mine it, you'd have to put it below the base you're already mining. (and even then it's really awkward). ![]() EDIT: Kin can you spoiler all that? It's alot to scroll through. Also anything you printscreen in the editor can be found in your screenshots folder for SC2. Documents/StarCraft II/Screenshots. | ||
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Ingvar
Russian Federation421 Posts
OMG Superouman, are you going take part in upcoming TLMC? | ||
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Plexa
Aotearoa39261 Posts
On May 08 2016 11:12 Avexyli wrote: Mineable, yes, but not efficiently no. You can't even put your base close enough to mine it, you'd have to put it below the base you're already mining. (and even then it's really awkward). ![]() EDIT: Kin can you spoiler all that? It's alot to scroll through. Also anything you printscreen in the editor can be found in your screenshots folder for SC2. Documents/StarCraft II/Screenshots. Then I don't really get the point of this base. There's not really a safety trade off and it seems more of a lategame convenience to open a path out of the natural. The other gold base makes sense since there's that risk still, this one not so much. Here's my suggestion; make it so that you can place a town hall near the gold base and mine efficiently from the minerals. Put the geysers from the natural as far as you can from the gold minerals so that a player cannot mine them remotely efficiently if they choose to take the gold base. Now you have an interesting early game choice to make; take the safe natural with gas but less mineral income, or take the risky gold without gas hoping to take another base soon so you can get good gas supply. That's a good decision to have to make and I think it will improve the map. Also with your other map I meant iterate on that concept until taking the gold base ISNT always the best option (and that it generally is at the moment). That map will be most effective when there is a clear strategic choice to be made between blue and gold minerals that at the moment seems to be made by default (which is always get gold) | ||
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TheSkunk
82 Posts
Are all spawns enabled? If so, if you drawn a line from top left to bottom right then spawning on the same side of that line looks really unfun. Way too many corridors for a good game to happen. Cross map seems okay, but I'm concerned there might be some proportion issues around the center of the ship which limits the strength of the map. It's a cute concept though. Probably needs more polish before it'll be a contender (polishing mostly around the proportions of the map). Sorry, I should have clarified. It's close-by-air only, so as this picture shows you either both spawn at A or both spawn at points B: http://i.imgur.com/SMkBQqX.jpg And the map is built around that. Not sure why there's a second XNT in the third though? Not sure what that is adding to the map. The two central blue bases are win more bases, so don't expect them to have any strategic value. I wish the path behind the third extended behind the mineral line so that it opened up possibilities for the opponent to harass. Right now I'm not sure what value they offer (the rocks may as well be deleted at the moment). Probably the strongest map of the three, still needs refinement. The XNT at the third covers the pathway between the two so players can tell which direction the enemy is approaching the third from and position their army accordingly, it was added because testing and player feedback said the third was too hard to hold. I'm not sure of its necessity but I thought it worked well with the theme of the map to use that as a means of making the third easier to hold rather than something else. At the moment I'm not 100% happy with that path. A player can siege tank harass from behind the rocks, so in a way it already does facilitate harass. The path itself is largely used for harassing the possible 4th from the high ground. | ||
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Vilham
11 Posts
On May 06 2016 22:11 Plexa wrote: Despite the same-height main this is still a pretty standard map. It's pretty good structually which is good to see, needs a few more bases to be LotV friendly. It's not polished enough for it to seriously compete against some of the other standard map submissions but it looks like a good stepping stone map for your own development and that future maps from you will start being of higher quality. Thanks for the feedback, I wasn't planning to use this one for the contest just wanted to get it up to a more polished form and then move on to the next map. I have added 2 more expos to be a little more LotV friendly, can't really add more than that without messing with the layout. ![]() | ||
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Pasketi
Finland16 Posts
Frostwing 110 x 140 spawns 10 & 8 o'clock Xel'Nagas at 3 & 9 o'clock Map image: + Show Spoiler + ![]() Old version: + Show Spoiler + ![]() Thanks With best regards, Pasketi EDIT: Something to take into account: I could change the in-nat third to be a gold base and remove the rocks from those far away expansions. Adding rocks to the 3 o'clock Xel'Naga may be a possibility to slow down hidden aggression from the east, but it may not be a problem? EDIT2: Did some "improvements" on my own. Better? | ||
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BoxedCube
United States23 Posts
Thanks for your comments beforehand. 4 player map with close air positions and interesting risk/reward and different game play for different spawn positions. (i.e. floating to gold base for macro advantage or a quick rax pushes depending on spawn) The game can either turn into a macro map or an aggressive map depending on where one chooses to expand and where one choose to break the rocks. + Show Spoiler + ![]() Here's an drastically changed version of a map you commented on before. Its really different now though. + Show Spoiler + ![]() Also, this is an old map that I made that promotes aggressive play. I just want to know why its crap. + Show Spoiler + ![]() Best regards, BoxedCube | ||
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Randomaccount#77123
United States5003 Posts
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Vilham
11 Posts
![]() ![]() Sorry just realised only spawn showing in the bottom left. I feel like some areas are a little too easy to hold. | ||
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Enekh
Korea (South)73 Posts
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Avexyli
United States702 Posts
+ Show Spoiler + ![]() Changes to Gojira, dunno if I really like it though. + Show Spoiler + ![]() I was also thinking of doing this, it made the bases feel less cramped but got rid of the importance of the gold wall. + Show Spoiler + ![]() | ||
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Avexyli
United States702 Posts
On May 09 2016 03:20 Pasketi wrote: Hello! I would like your unbiased opinion on our map. Frostwing 110 x 140 spawns 10 & 8 o'clock Xel'Nagas at 3 & 9 o'clock Map image: + Show Spoiler + ![]() Old version: + Show Spoiler + ![]() Thanks With best regards, Pasketi EDIT: Something to take into account: I could change the in-nat third to be a gold base and remove the rocks from those far away expansions. Adding rocks to the 3 o'clock Xel'Naga may be a possibility to slow down hidden aggression from the east, but it may not be a problem? EDIT2: Did some "improvements" on my own. Better? You're not allowed to mess with mineral lines. Bases must always be 8m 2g for blue or 6min 2g for gold. The map is really really chokey. Lots of deadspace for no real reason. :\ | ||
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Fatam
1986 Posts
On May 10 2016 05:05 Enekh wrote: ![]() dunno if this is balanced at all but WOW! | ||
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Pasketi
Finland16 Posts
On May 10 2016 07:25 Avexyli wrote: You're not allowed to mess with mineral lines. Bases must always be 8m 2g for blue or 6min 2g for gold. The map is really really chokey. Lots of deadspace for no real reason. :\ More specific directions would be appreciated, like where is this deadspace and where I should widen the map. Also, I'm fairly certain there has been a ladder map with expansions that have only one gas. Can't pinpoint the map though. It's an easy fix. Thanks for input. -Pasketi | ||
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Plexa
Aotearoa39261 Posts
On May 10 2016 05:05 Enekh wrote: ![]() Yes yes and more yes. | ||
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Kinshini
United States26 Posts
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Plexa
Aotearoa39261 Posts
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Pasketi
Finland16 Posts
On May 11 2016 00:17 Plexa wrote: I'm done reviewing maps for now. I only commented on that one because it was exceptional. You could've said so. I have no other place for feedback, since the SC2 community I'm in plays so little SC2 anymore and so do my friends. Welp... The deadline is in 1.5 days, I'd like some feedback on my map for last minute fixes. Any suggestions? My map IS playable in EU right now, if someone wants to help me test it... | ||
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Xenotolerance
United States464 Posts
On May 06 2016 22:28 Plexa wrote: Cassiopeia sucks i don't know what i expected | ||
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Fatam
1986 Posts
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eTcetRa
Australia822 Posts
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NewSunshine
United States5938 Posts
On May 11 2016 23:48 eTcetRa wrote: I missed the evisceration bus. And I was almost ready, too ![]() It was only 4 damage. + Show Spoiler + 'tis but a flesh wound! | ||
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fluidrone
France1478 Posts
please<3 pussy or dirty ? | ||
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Avexyli
United States702 Posts
..Last year. I doubt plexa is gunna review any new maps. | ||
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Lycanthoss
Lithuania29 Posts
![]() Posting it with hope that he comes by sometime | ||
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, thanks much for taking the time.![[image loading]](http://i.imgur.com/AdXQckX.jpg)
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I've been knee deep in writing my PhD I haven't kept up with the latest maps lol
I don't see what the gold base adds to the tension on the map (seems like a pretty easy and safe base to take) nor do I see the point of the highground around the edge of the TL/BR of the map. Given that the map is standard and competing against other standard maps this won't get very far. You might get more mileage out of this base layout by making it flip symmetric along the top left/bottom right diagonal. Adjust some of the resulting bases and I think the map probably ends up more interesting.![[image loading]](http://i.imgur.com/ul2jFCa.jpg)
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144x144. Just a macro map.![[image loading]](http://i.imgur.com/nnnpS2C.jpg)
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