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TLMC#12 Finalists Feedback Thread

Forum Index > SC2 Maps & Custom Games
Post a Reply
Kantuva
Profile Joined April 2010
Uruguay210 Posts
Last Edited: 2019-02-23 02:03:29
February 22 2019 04:59 GMT
#1
[image loading]


Hey everybody, this will be a fairly un-official feedback thread dedicated to the finalists of the TLMC#12!

These days I have been with very little time to make a "proper" feedback thread to finalists, but I do have today and tomorrow kind of free, so I took the chance and make some videos for finalists, I just finished reviewing the Standard and Macro categories, and hopefully they are useful for those whom are in search of things to improve on their own maps!



Standard

Bandwidth
+ Show Spoiler +


Ephemeron
+ Show Spoiler +


Operation Lockdown
+ Show Spoiler +


Triton
+ Show Spoiler +





Macro

Acropolis
+ Show Spoiler +


Black Baroque
+ Show Spoiler +


Disco Bloodbath
+ Show Spoiler +


Heatwave
+ Show Spoiler +





Challenge 1

Loss Aversion
+ Show Spoiler +


Rest Calm
+ Show Spoiler +


Thunderbird
+ Show Spoiler +


Collision Course
+ Show Spoiler +





Challenge 2

Breakout
+ Show Spoiler +


Mungyeong Saejae
+ Show Spoiler +


Neo Turbo Tokyo 84'
+ Show Spoiler +


Winter's Gate
+ Show Spoiler +






For those that arent in the finalists and still seek feedback to their maps, dont worry, feedback will be delivered as usual in the future TLMC#12 Feedback Thread once TLMC#12 ends, where questions can be asked, we might even do a stream again like we did for the Pre-Judging Feedback.

Take care guys and enjoy the videos!


Here's a playlist link

@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 22 2019 23:43 GMT
#2
Thanks for all of these feedback videos Kantuva!

Is there a reason we aren't simply putting the 50/50hp destructible debris behind natural/third mineral lines? That way, cannon rushes would have to complete a canon nearby and destroy 50hp before building there. It would also be easy for the defender to destroy to build static defense for early/mid game air harass. Or perhaps putting minerals on the edge of the map so there is not space to build behind?
https://liquipedia.net/starcraft2/Monitor
Kantuva
Profile Joined April 2010
Uruguay210 Posts
February 23 2019 02:10 GMT
#3
I honestly dont think there's a strong reason why we can't do that other than "it looks weird".

That might be specially true for the second one, in BW there were maps where the minerals at the nat were very, very close to the cliffedge itself, and even when BW had a different building pathing footprint than SC2 making cannon rushes less of a direct problem they were still strong ish

When it comes to the first point of adding unbuildable plates, yeah I might agree too, I honestly just dont think of doing that as "clean design", therefore it makes me kinda wince just to think of actually doing it, specially given that "it isnt that hard" to not have issues with cannon rushes

I think that the problem that we are facing atm is mostly on DevTeam's side of the court, it is them who have the capabilities of reducing the problem, and I would at least temporarily recommend mapmakers to not go ham on 100% wrecking all cannon rush spots because they after all also are a "valuable" strategy to punish greedy play not to mention that having more strategical variety than less is generally not "good".

Anyhow, those are my thoughts more or less

Also!, I just added the Challenge 1 and Challenge 2 feedback vids now!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
February 23 2019 12:34 GMT
#4
Thanks for doing this again Kantu! I accepted most of the feedbacks. Should have made Mungyeong a bit smaller in the first place, now I think it's too late to change its dimension. I'm counting on Acropolis. I'll be waiting further feedbacks on my other two maps.
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