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[NASL] New Maps Discussion - Page 2

Forum Index > SC2 General
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Prev 1 2 3 4 5 Next All
Primadog
Profile Blog Joined April 2010
United States4411 Posts
December 07 2011 04:10 GMT
#21
Any chance to release the semi-open replays, so we can see how the maps play out for competitive matches?
Thank God and gunrun.
psteeleneg
Profile Joined June 2011
48 Posts
December 07 2011 04:19 GMT
#22
They should be fine as long as golds are replaced with blues and the 4 player maps have cross spawns enforced.
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
December 07 2011 04:22 GMT
#23
On December 07 2011 13:10 Primadog wrote:
Any chance to release the semi-open replays, so we can see how the maps play out for competitive matches?


Top of page 1
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
Primadog
Profile Blog Joined April 2010
United States4411 Posts
December 07 2011 04:24 GMT
#24
I'm blind.
Thank God and gunrun.
hunts
Profile Joined September 2010
United States2113 Posts
December 07 2011 04:26 GMT
#25
On December 07 2011 13:04 Dexington wrote:
Show nested quote +
On December 07 2011 13:00 hunts wrote:
I really don't see why NASL feels the need to have unique maps. Really, just take the general ones that other tournaments use and save your players the headache. NASL is already seeming to have a hard enough time getting enough top tier players to keep viewers interested with the koreans withdrawing and all. I really think that more top end players will reconsider playing in the NASL if they have to play on random maps that no other tournament will ever use


Every tournament is getting new maps. The current map pool is incredibly stale and having every tournament use the same maps gets a little stale to watch, tbh


Now go tell that to the pro players who can prepare for a certain set of maps that will be played in just about every major tournament, or they can prepare for a different set of maps that will only be played in NASL. I'm a fan of NASL would would like to see them do better and get bigger, but the things they need to work on is getting koreans back in their tournament, and their production, not having a unique map pool that might deter good players from wanting to play in their tournament.
twitch.tv/huntstv 7x legend streamer
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-12-07 04:35:11
December 07 2011 04:28 GMT
#26
I can't go through the replays to inspect. I did watch these maps develop over the last few months as they developed. Here are my thoughts, though temper these concerns with evidence from the replays:

Concrete Dreams was always intended to be a better Terminus, and I think it is. I feel good about this one replacing Terminus. Concerns have been raised that Protoss and Terran can expand to 4 bases too safely, but with the multiple attack paths, air harass vulnerability, and the option of zerg to expand to far corners of the map to create a favorable base-trade scenario, I think it has a very good chance of being balanced. This is the first of my three picks.

Lunar Station is an interesting case, assuming the gold bases are converted to standard blue 2-gas bases. Looking at the normal 3rd base, the one not currently a gold, it's situated like Xel'Naga Caverns, minus the back entrance and highground overlooking the minerals. I fear it is too safe, and would lead to turtly 3 and four base games. On a map like Concrete Dreams this is the whole point. Here, is it a good thing? I think the map is as good as the Antiga Shipyards -- better, perhaps -- but without some outstanding thing that makes me go "this map needs to be played!", I can't really see it grabbing one of the picks.

Ohana is, in my opinion, the best of those listed maps for 2 player spawns. Accessing the third expo is interesting for attacker or defender, and, kind of like Tal'Darim Altar's 4th, there is a place for the zerg to expand to if their efforts are blocked. You expand right up to your opponent's main, or you contest the high-ground middle expansions. This one takes the second of my picks.

I would need to see Emerald Jungle in action to see if it's layout is too turtly, and if it sets itself apart somehow. To those in the know, if it does, I quite like the map.

Overgrown visually looks awesome. Again, I feel a bit ignorant since I haven't watch enough reps, but it looks quite zerg favored, between the difficult third and the openness. If it does work out to be balanced, I'd like to see it.

I fear Damage Inc will become an almost exclusively 4-gate map as Tal'Darim Altar has because of the non-ramped entrance. It's visually pretty, but noisy, and am afraid it might be obnoxious to observe, both for the players and for the viewers. If not, fantastic. Could it be a great map? Yes. But I can't see it right now. I'm worried, again that it would become too turtly with 4 relatively easy bases. In most games that means macroing up for 12 or so dull minutes and then one side crushing the other. Not true for the highest level play, but I fear for the viewer experience for those games not at the tippy top. I really like the layout from the natural on, though -- if the natural was the main, thus removing a base, these concerns would be eliminated (though the mineral ramp blocker might need to change).

My wrists hurt, so I must stop being so detailed. My last pick goes to Artifice. Visually impressive with a refined layout, and memorable. Perhaps the best map of them all.

Hope that helps at all! Again, if replays so a different story than my concerns, then disregard my concerns.





Dexington
Profile Blog Joined January 2011
Canada7276 Posts
December 07 2011 04:44 GMT
#27
On December 07 2011 13:26 hunts wrote:
Show nested quote +
On December 07 2011 13:04 Dexington wrote:
On December 07 2011 13:00 hunts wrote:
I really don't see why NASL feels the need to have unique maps. Really, just take the general ones that other tournaments use and save your players the headache. NASL is already seeming to have a hard enough time getting enough top tier players to keep viewers interested with the koreans withdrawing and all. I really think that more top end players will reconsider playing in the NASL if they have to play on random maps that no other tournament will ever use


Every tournament is getting new maps. The current map pool is incredibly stale and having every tournament use the same maps gets a little stale to watch, tbh


Now go tell that to the pro players who can prepare for a certain set of maps that will be played in just about every major tournament, or they can prepare for a different set of maps that will only be played in NASL. I'm a fan of NASL would would like to see them do better and get bigger, but the things they need to work on is getting koreans back in their tournament, and their production, not having a unique map pool that might deter good players from wanting to play in their tournament.


I think players can learn 3 new maps for a chance at $50,000
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
DrunkenTemplar
Profile Joined January 2011
Australia647 Posts
December 07 2011 04:46 GMT
#28
Those maps look really good, except for overgrown. For me it looks like it is far too difficult to take a third vZ, and secondly, I'm not sure about distances, but if T spread a few tanks between bases at 8 and 10, is it possible to shut down two expansions at once? (apologies I haven't watched the replays yet as I've been at work) If that's the case then to me that looks kinda broken.
hunts
Profile Joined September 2010
United States2113 Posts
December 07 2011 04:49 GMT
#29
On December 07 2011 13:44 Dexington wrote:
Show nested quote +
On December 07 2011 13:26 hunts wrote:
On December 07 2011 13:04 Dexington wrote:
On December 07 2011 13:00 hunts wrote:
I really don't see why NASL feels the need to have unique maps. Really, just take the general ones that other tournaments use and save your players the headache. NASL is already seeming to have a hard enough time getting enough top tier players to keep viewers interested with the koreans withdrawing and all. I really think that more top end players will reconsider playing in the NASL if they have to play on random maps that no other tournament will ever use


Every tournament is getting new maps. The current map pool is incredibly stale and having every tournament use the same maps gets a little stale to watch, tbh


Now go tell that to the pro players who can prepare for a certain set of maps that will be played in just about every major tournament, or they can prepare for a different set of maps that will only be played in NASL. I'm a fan of NASL would would like to see them do better and get bigger, but the things they need to work on is getting koreans back in their tournament, and their production, not having a unique map pool that might deter good players from wanting to play in their tournament.


I think players can learn 3 new maps for a chance at $50,000


maybe, I mean this is just my opinnion, and I want to see NASL do better annd keep going to become the american version of GSL (since MLG is kindna its own thing schedule wise) but I really feel like when every other tournament has a set of maps they use, and then another tournament tries to be unnique with their own maps, players have to choose if they wannt to really put in the work and practice on that tournaments exclusive maps, or for the maps for every other tournament out there.
twitch.tv/huntstv 7x legend streamer
KimJongChill
Profile Joined January 2011
United States6429 Posts
December 07 2011 04:55 GMT
#30
On December 07 2011 13:24 Primadog wrote:
I'm blind.


wut.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
December 07 2011 05:03 GMT
#31
On December 07 2011 12:23 dAPhREAk wrote:
honestly, i think you should pose this question solely to actual players and mapmakers, not the community. i think any contribution from the community would be a serious waste of time. this includes my own comments since i pick maps based on how pretty they look, and have no idea what a balanced map actually is even though i play at a masters level.

that being said i like ohana, emerald jungle and artifice.


I have asked players, and am talking with the map-makers... I want to take feedback from all 3 groups.
twitter.com/xerislight -- follow me~~
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
December 07 2011 06:55 GMT
#32
I am having a 50/50 feeling about having 100% non ladder maps. While it focuses players into customs you take away from the Ladder especially with a map pool like this. Where you can have very different styles cause the maps are pretty good. I hope it ends up working out, with some extra support from blizzard the whole situation would be just a lot easier.
I am Godzilla You are Japan
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 07 2011 08:36 GMT
#33
Odyssey was always one of my favorites. I've seen nothing but great games on it. It's simple for gameplay and concept. But I do think the golds should be removed.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
holynorth
Profile Blog Joined August 2010
United States590 Posts
Last Edited: 2011-12-07 08:49:12
December 07 2011 08:48 GMT
#34
Ohana looks absolutely gorgeous...

honestly, i think you should pose this question solely to actual players and mapmakers, not the community. i think any contribution from the community would be a serious waste of time. this includes my own comments since i pick maps based on how pretty they look, and have no idea what a balanced map actually is even though i play at a masters level.


The community provides the money. Our opinion should be the first priority.
Letall
Profile Joined April 2010
Sweden384 Posts
December 07 2011 09:23 GMT
#35
At first glance I really like Overgrown, it seems like a new and improved version of Shakruas. On shakruas there was the problem of the natrual being to easily defended which is fixed on this map.
The three attack paths and the open middle make zerg counter attacks a lot more threatening which moves the games away from basicly being one strong push through the middle of the map in TvZ. One problem with this map however seems to be that that the 3rd is to hard for Terran and Protoss to secure vs Zerg. Judging from the replays Overgrown looks to be pretty balanced in TvP and produced some pretty good games in that MU.
Dont tase me bro
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-12-07 12:42:40
December 07 2011 11:15 GMT
#36
On Map Size:
i have seen quite a few comments on the size of the maps. so i wanted to provide some numbers on map size & rush distances for comparison because i feel like sometimes images can be misleading because of their textures/doodads.

all the numbers are analyzer unit numbers
for maps with multiple spawns, longest and shortest distances were taken

[image loading]


I agree that some of the maps are fairly large. but none of them are out of the ordinary, imho, when compared to other maps currently used in competitive play.

There is indeed the possibility of doing some changes to the maps, like removing golds, depending on the feedback.

On FPS Issues:
NullCurrent also did did a little benchmarking workwhich can be found here. He ran the tests on a non highend system to make fps drops more visible.

a little summary of the results:
+ Show Spoiler +

First out is Metalopolis, to give us some reference to the numbers later on:
Average FPS: 32
Lowest FPS: 23, next to the LoS blockers in the main
+ Show Spoiler +
[image loading]


Then a map which has lots of doodads and one you can expect to have low FPS: TPW Concrete Dreams:
Average FPS: 31
Lowest FPS: 25, next to some fires
+ Show Spoiler +
[image loading]


An older map which has less doodads than most newer maps: TPW One Must Fall:
Average FPS: 30
Lowest FPS: 25, but only when the camera is "inside" a god-ray which is a very small portion of the map
otherwise the lowest was 27, right over the LoS blockers on the map.
+ Show Spoiler +
[image loading]


Now a map which has had some complaints about lag: TPW Ohana:
Average FPS: 31
Lowest FPS: 23, in the middle caused by the numbers of trees there
+ Show Spoiler +
[image loading]


TPW Overgrown
Average FPS: 30
Lowest FPS: 27, northern part of the center
+ Show Spoiler +
[image loading]


TPW Lunar Station
Average FPS: 31
Lowest FPS: 27, in the middle over pipes
+ Show Spoiler +
[image loading]


TPW Emerald Jungle
Average FPS: 33
Lowest FPS: 23, trees and waterfalls
+ Show Spoiler +
[image loading]


TPW Damage Inc
Average FPS: 30
Lowest FPS: 24, map edge with lots of generators and some fires
+ Show Spoiler +
Note: This picture is wrong, but the map was the latest and the circled areas are the correct ones, but on the new map
[image loading]



Map of the Month | The Planetary Workshop | SC2Melee.net
DerekJCEX
Profile Joined June 2009
United States64 Posts
December 07 2011 11:33 GMT
#37
Why did you decide to choose from TPW maps and not look at maps from the other map making teams? There are some very good maps that are being overlooked.

My favorite maps here are:

1) Artifice
2) Ohana
3) One must fall

Great stuff btw. I'm very happy to see new maps in a major tournament. This will be a big reason why I tune in to watch the NASL.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
December 07 2011 11:45 GMT
#38
Assuming the spawns for Damage Inc are bottom left and top right, i feel like it should have a ramp leading to the main. Non-ramp maps just make a for frustrating games in pvp for both players and spectactors imo, while maps with a ramp allow for a wider range of strategies to be used which is nice; the other matchups are unchanged so i think it would be a nice change.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
December 07 2011 11:59 GMT
#39
The problem is, I don't think 99% of people replying to this will look all 100 replays on these maps, and not everyone on TL has adequate knowledge to judge the map balance. So... new maps is great, but they should be evaluated by competent people, not by random replies on TL
More GGs, more skill
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
December 07 2011 13:21 GMT
#40
Emerald, Ohana, Damage inc.

but mostly i want a map pool thats consistent across tourneys. : http://www.teamliquid.net/forum/viewmessage.php?topic_id=289827
aka ChillyGonzalo / GnozL
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