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TLMC8 Feedback Thread

Forum Index > SC2 Maps & Custom Games
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monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2017-02-22 22:54:33
February 22 2017 22:53 GMT
#1
Congrats to all the finalists of TLMC8. For all of you who submitted maps that didn't make it, here's a feedback thread where the judges can let you know why your map may have fallen short. Before you ask questions, however, make sure you read these two "guides" on basic mapping and why maps have fallen short in the past.

  • My thoughts on TLMC2
  • Plexa's Thoughts on TLMC4

If you would like feedback on your maps that didn't make it, post the name of your map, a picture of that map, and any specific questions about your map you may have.
Moderator
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2017-02-22 23:28:33
February 22 2017 23:26 GMT
#2
Thanks for doing this again Monk. I think I'll be the first one.

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What were the best features you guys found on Elegia, and what specific features you guys though were game breaking for it to not make it to the finalist?

I already made some changes around, what do you guys think of this slightly different version of the map?

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@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.
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-02-22 23:54:16
February 22 2017 23:47 GMT
#3
Wow i love this Thread <333
Can i pls have some Feedback to the 2 Maps i submitted:
(i dont have any specific questions though..)
Fridge
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Lost Rehab
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https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-02-23 00:53:56
February 23 2017 00:09 GMT
#4
I'd like feedback on Broken Earth. I am told it was too standard which is a very blunt argument and I would like someone to expand on this and what is actually wrong and what could be fixed.

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SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2017-02-23 03:40:01
February 23 2017 03:36 GMT
#5
Always appreciate & curious about feedback.

Mainly curious and would love more feedback on:

Battle on the Boardwalk:
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[image loading]


If you have time, I'd like to hear your thoughts on Desolate Domain as well. I didn't expect this map to do very well but just curious your thoughts on if the map would work out with such a short rush distance super choked middle and tons of watch tower vision?

Desolate Domain

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[image loading]
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.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 23 2017 04:12 GMT
#6
I'd like feedback on the one map I submitted, Wintermute.

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monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2017-02-23 06:27:25
February 23 2017 06:20 GMT
#7
Elegia
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At first glance, I really liked this map. In fact, I think it's one of the most well-thought out maps that was submitted in the resource category. While I believe most of the maps submitted in that category were simple resource adjustments to maps that were already made, this one stood out as one that had a lot more thought put into it.

That being said, the one fatal flaw I personally found was the design of potential 3rd bases, especially in the PvZ matchup. Both of the potential thirds you would take leave you extremely vulnerable to Zerg attacks because of the area you'd have to defend and the concaves Zergs could potentially get. Not only that, but the "safer" third is a low-resource 6/1 base that doesn't give Protoss enough benefit from taking it. In contrast, Zerg does not need that extra gas since they can simply take it at their 4th base.

The changes you made to the newer version of the map certainly do help, but I feel like it still doesn't go far enough. Still, it's a very interesting concept and I recommend that you keep working on the map in the future.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2017-02-23 06:38:00
February 23 2017 06:37 GMT
#8
Fridge
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Overall, I didn't think this map was very interesting or would provide particularly interesting games. The main distinctive feature is backdoor rocks, but you provided no explanation on why you put them there. The rocks come off as a random feature that you stuck on the map after you finished it rather than something you put a lot of thought into. The rocks there also isn't very cohesive with the rest of the design of the map. Another thing to consider is that backdoor rocks are generally hated by the community unless it's executed extremely well: see Expedition Lost.

The layout of expansions is relatively simplistic and your path of expanding is very linear. That is, you don't have many opportunities to contest each others' bases.

The watch tower gives too much power to the player who controls the middle. Think Frozen Temple and the changes that were made there.

Finally, while there are multiple pathways to get across the map, I don't find them too much different from one another.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
February 23 2017 06:43 GMT
#9
Lost Rehab
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[image loading]


The first red flag is that you submitted the map as both a Macro and a Rush map.

You describe the map as "Standard macro Map, no crazyness" but this is one of the craziest maps I've seen. The proportions of the first few bases are way off. PvT would be a nightmare, because of all the space you have to defend. Especially look at the size of the main and the air space you'd have to cover. Not only that, there's not an easy way to bounce back between the natural and third.

Your bases beyond the first three bases are also extremely hard to get. It seems almost impossible to cover 4 bases with defenses.

You also write "But it has a 2 Gold Bases in the mid, which encourages early aggression." I wholeheartedly disagree and don't think games will every get to that stage.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
February 23 2017 06:51 GMT
#10
Broken Earth
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[image loading]


You're going to hate this answer, but it's too standard. It's basically a remake of Ohana, Bel'Shir Vestige, Insidious, Ravage, and to some extent, Yeonsu. There's one more ladder map it reminds me of, but that escapes my mind.

It's not a bad map by any means and might have won TLMC1 or 2. But at this stage of the metagame, I don't see why we would put this map onto the ladder instead of reviving Ohana or Bel'Shir Vestige (which is currently in the map pool).
Moderator
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 23 2017 11:16 GMT
#11
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Labyrinth
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Ouroboros
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Penumbra
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Earthquake
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"Not you."
Insidioussc2
Profile Joined March 2015
Germany96 Posts
February 23 2017 13:19 GMT
#12
Dark Tribunal

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Thanks for doing this again!
LordOfLings
Profile Joined February 2017
6 Posts
Last Edited: 2017-02-23 13:50:01
February 23 2017 13:39 GMT
#13
I would like feedback to 3 of my 4 maps i submitted They were

Agricultural:
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[image loading]


Drakken Industry:
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[image loading]


Gardens of Hr'adesh:
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Solstice245
Profile Joined September 2015
United States145 Posts
February 23 2017 17:18 GMT
#14
I would like some feedback on my submissions as well.

Tranquil Outskirts
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Tauras Wastes
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[image loading]


Unkempt Grounds
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[image loading]


I talked with Plexa on discord briefly, and made some changes to Verdure Temple as a result of some of the little bit of feedback he provided.

Verdure Temple
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[image loading]


Most of what I did on Verdure Temple is some experimentation with the rocks, converting 6x6 to 4x4+2x2 rocks, and the huge rocks into two 4x4 and a 2x2 rocks, allowing more readily quick passage to areas that are blocked, but with a thin choke only, until/unless the larger rocks are cleared as well.
Additionally, the high-ground bases have been connected, blocked using two 4x4/one 2x2 rocks.
And finally, I added an additional 2 wide ramp from the area in front of the natural, going to the 2:30/8:30 low-ground bases that are blocked by a 4x4/2x2 rocks, this allowing quicker passage to the previously mentioned bases, and to the enemies high-ground bases from the main/natural.
Zweck
Profile Joined February 2015
Germany211 Posts
February 23 2017 17:36 GMT
#15
Thx for the Feedback Monk! Big respect that you do this!
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Avexyli
Profile Blog Joined April 2014
United States704 Posts
February 23 2017 19:45 GMT
#16
On February 23 2017 22:39 LordOfLings wrote:
I would like feedback to 3 of my 4 maps i submitted They were

Agricultural:
+ Show Spoiler +
[image loading]


Drakken Industry:
+ Show Spoiler +
[image loading]


Gardens of Hr'adesh:
+ Show Spoiler +
[image loading]




I'm not monk but I can tell by looking at these, that a large reason they didn't make it is because all the third bases are really far away (minus the third map, which has a pocket). Multiple entrances on the third map to the main is a huge no-no.

On February 24 2017 02:18 Solstice245 wrote:
I would like some feedback on my submissions as well.

Tranquil Outskirts
+ Show Spoiler +
[image loading]


Tauras Wastes
+ Show Spoiler +
[image loading]


Unkempt Grounds
+ Show Spoiler +
[image loading]


I talked with Plexa on discord briefly, and made some changes to Verdure Temple as a result of some of the little bit of feedback he provided.

Verdure Temple
+ Show Spoiler +
[image loading]


Most of what I did on Verdure Temple is some experimentation with the rocks, converting 6x6 to 4x4+2x2 rocks, and the huge rocks into two 4x4 and a 2x2 rocks, allowing more readily quick passage to areas that are blocked, but with a thin choke only, until/unless the larger rocks are cleared as well.
Additionally, the high-ground bases have been connected, blocked using two 4x4/one 2x2 rocks.
And finally, I added an additional 2 wide ramp from the area in front of the natural, going to the 2:30/8:30 low-ground bases that are blocked by a 4x4/2x2 rocks, this allowing quicker passage to the previously mentioned bases, and to the enemies high-ground bases from the main/natural.


I'm noticing that alot of your maps are very tight and choked, which can pose problems in macro games (as they seem to be leaning that way).

If Tranquil didn't feel so narrow in many of its pathways around bases, I think it would've been really solid and possibly made it through. Tauras, like we talked about early on in the maps inception, has really powerful positions where siege tanks, libs, lurkers can lock down nearly four bases with little effort. Unkempt Grounds has like, no third existant. And Verdure, is really for me at least, the two entrances into the natural. Normally this wouldn't be too much of an issue, but the distance for the attacker to swap between the two entrances is really short, which means you really have to wall off early - which harms builds.


AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
LordOfLings
Profile Joined February 2017
6 Posts
Last Edited: 2017-02-23 21:52:44
February 23 2017 21:52 GMT
#17
Multiple entrances on the third map to the main is a huge no-no.

Thats the point about this map, the rock tower got very low hp, so you got to decide: close entrance and block gold natural/3rd with it, or keep open, take gold and live on risky but with advantage But thanks for your feedback my friend :D
Solstice245
Profile Joined September 2015
United States145 Posts
February 23 2017 22:10 GMT
#18
@Avexyli

About Verdure Temple, there was an idea I had concerning the ability to swap entrances, but most of my friends thought it was unnecessary, and I didn't feel the map particularly needed it.
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[image loading]
Crozo64
Profile Joined May 2016
64 Posts
Last Edited: 2017-02-23 23:17:44
February 23 2017 23:16 GMT
#19
Want feedback too in order to improve :

Firoza Island + Show Spoiler +
[image loading]
NinjaDuckBob
Profile Joined March 2014
183 Posts
February 23 2017 23:19 GMT
#20
Had no indication on whether mine was actually considered or not as I submitted it a little late (like a little less than an hour late maybe?), but would nevertheless appreciate some feedback for it.

NDB Clockworks
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[image loading]
NinjaDuckBob ~ Fear the fuzzy!
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2017-02-24 08:08:54
February 24 2017 08:08 GMT
#21
Battle on the Boardwalk:
+ Show Spoiler +
[image loading]


The top middle is really cool, but I don't like the design of the rest of the map. I feel like the bottom three bases will never be used, and that feels like a poor use of space. I don't particularly like the design of the 4th and 5th bases either, especially the 4th base, as it just seems so far from everything else. In short, I think everyone saying this map is so cool is focusing too much at the top middle and forgetting about the bottom half of the map.


Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
February 24 2017 08:10 GMT
#22
Desolate Domain
+ Show Spoiler +
[image loading]


I think the watchtowers are too strong and give too much vision. It also felt too straightforward a map that didn't really stand out.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
February 24 2017 08:17 GMT
#23
Wintermute
+ Show Spoiler +
[image loading]

I didn't understand the purpose of the area northwest of the bottom natural. The top left and bottom right portions of the map seem like they'll never be used. The base east of the bottom main seems really awkwardly designed. The map itself looks a bit rough around the edges and could use a bit of polish. For example, there are a lot of straight cliffs.
Moderator
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 03 2017 21:09 GMT
#24
so no more feedback? rip
"Not you."
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