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TL Map Contest Voting! - Page 10

Forum Index > SC2 General
200 CommentsPost a Reply
Prev 1 8 9 10 11 Next All
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-12-17 07:46:58
December 17 2011 07:46 GMT
#181
On December 17 2011 16:42 BluePanther wrote:
I dislike Ohana play, despite how nice the map looks.


I made a RE version

http://i.imgur.com/dLsLn.jpg
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
mangoloid
Profile Joined September 2010
100 Posts
December 17 2011 07:49 GMT
#182
I voted for Cloud Kingdom. But I don't what I would think if it actually made it into the ladder map pool. It's too good to be there.

On December 17 2011 05:29 IronManSC wrote:
For those who are unaware, I created an Ohana RE version, found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=295685

I really like these changes. The layout feels much more natural. It would be nice to see this become a standard part of the tournament pool (perhaps NASL will make it so).
Timetwister22
Profile Joined March 2011
United States538 Posts
December 17 2011 07:49 GMT
#183
On December 17 2011 06:56 SidianTheBard wrote:
Show nested quote +
On December 17 2011 05:31 RoboBob wrote:
I think the problem with Korhal is twofold: first, its kinda ugly, and second, its one dimensional. Its super easy to get 3 bases but really hard to get 4 and 5. Its like Terminus RE but smaller. It encourages turtling up to 200/200 far too much, which benefits some races (like P) more than others.

The reason why Terminus worked (somewhat) because it was a large map, which gave Z breathing room to attempt a 300 food push against 200 food T/P deathballs. It also had more easily secured 4th/5th plus the opportunity for ninja expos, whereas this map has neither. Look at the map and tell me how an army defending the natural is ever going to reach the 4th in time to repel a second attack there. Its not going to happen, its too close to the opponent, the path is too far, and moving your entire army of there puts your first 3 bases horribly in danger.


I wouldn't say defending a 4th would be as difficult as you are making it out to be. First off, if you took your 4th you then have 2 main chokes you would have to defend, the one by your natural and the one by your 4th. What's stopping you from completely walling off one choke or the other with buildings? Zergs won't have a problem with it because they want it to be open with lots of flanking opportunities. But for Terran and Toss since those two choke points aren't that large you can easily put 3 barrack to block off one of the paths, Put some gateways with a cannon or two behind it. Then you're pretty much safe, or can at least stall out long enough that you can get to where you have to defend. You also seem to think the player attacking is going to send a 200/200 army at the natural and have another 200/200 army at the 4th. If they do a split attack your army will easily crush the one it's at and then you can move towards the other location.

I don't see a problem with not having "ninja" expansions either. Sure you could take the 3 and 9 bases as ninja expos if you wanted to, but honestly in high end games people should be scouting well enough that there will never be a ninja expansion that is unscouted.


There are five paths you have to cover. The three into the fourth and the two at the natural. Covering all that distance at that point in the game is difficult. Sure, end game you can wall off and your army will be able to split up. But at the point in the game where you would be taking your 4th as your 3rd, you wouldn't, thus making it hard to defend and hold.
Former ESV Mapmaker | @Timetwister22
DoggerStarcraft
Profile Joined December 2011
United States31 Posts
December 17 2011 07:58 GMT
#184
I really love the overall look and feel of Ohana. It seems like it would be a dream come true to see this (or it's RE version) on the ladder someday. Not only does it look like a balanced map, it has to be the most beautiful tile set combination in WoL.
Nightrage
Profile Joined October 2010
Greece212 Posts
December 17 2011 08:06 GMT
#185
I voted for Sanctuary. Seems like a pretty decent map and I think SC2 needs more 3 player maps.
It ain't easy being cheesy
Lambertus
Profile Joined February 2010
South Africa977 Posts
December 17 2011 13:13 GMT
#186
I played Ohana now for some games and also the other maps (ZvP mainly) with some friends. Ohana is the most fun map until now!
The only known Reverend on TL playing SC2 and BW (http://www.teamliquid.net/forum/viewmessage.php?topic_id=409226)
whatthefat
Profile Blog Joined August 2010
United States918 Posts
December 17 2011 16:57 GMT
#187
Well, this is a tough decision, as these are some really great maps. The top 4 for me are Cloud Kingdom, Sanctuary, Burning Altar, and Ohana. I feel the other 3, although very good, have some minor structural faults, e.g., difficulty holding a third, unpleasant chokes to the natural, or lack of air space.

For voting, Ohana is out for me, due to the strong similarity to Belshir Beach. And I don't just mean aesthetically! I mean structurally. The most important difference is the addition of rocks between the 2nd and 3rd, which I personally don't like. Nonetheless, it would be as good as anything that is currently on the ladder, apart from maybe Tal'Darim Altar.

Burning Altar is interesting in the way it uses rocks to essentially shield the thirds. But I'd want to see a lot more play testing to convince me it is balanced, especially for close spawns.

Sanctuary and Cloud Kingdom are both great maps. Sanctuary seems very balanced and very carefully thought out. I'd be happy to see it on the ladder, and I think it would make for great games. In the end though, I chose Cloud Kingdom, simply because I feel the design is very original. The many attack pathways make it a highly dynamic map. In general, I'm not a fan of 2 player maps, but this one is something special.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Bio-Leera
Profile Joined May 2010
United States65 Posts
December 17 2011 17:34 GMT
#188
major love for 2 player maps it seems. Oh well here's hoping burning altar keeps developing
RoboBob
Profile Blog Joined September 2010
United States798 Posts
December 17 2011 21:33 GMT
#189
On December 17 2011 06:56 SidianTheBard wrote:
Show nested quote +
On December 17 2011 05:31 RoboBob wrote:
I think the problem with Korhal is twofold: first, its kinda ugly, and second, its one dimensional. Its super easy to get 3 bases but really hard to get 4 and 5. Its like Terminus RE but smaller. It encourages turtling up to 200/200 far too much, which benefits some races (like P) more than others.

The reason why Terminus worked (somewhat) because it was a large map, which gave Z breathing room to attempt a 300 food push against 200 food T/P deathballs. It also had more easily secured 4th/5th plus the opportunity for ninja expos, whereas this map has neither. Look at the map and tell me how an army defending the natural is ever going to reach the 4th in time to repel a second attack there. Its not going to happen, its too close to the opponent, the path is too far, and moving your entire army of there puts your first 3 bases horribly in danger.


I wouldn't say defending a 4th would be as difficult as you are making it out to be. First off, if you took your 4th you then have 2 main chokes you would have to defend, the one by your natural and the one by your 4th. What's stopping you from completely walling off one choke or the other with buildings? Zergs won't have a problem with it because they want it to be open with lots of flanking opportunities. But for Terran and Toss since those two choke points aren't that large you can easily put 3 barrack to block off one of the paths, Put some gateways with a cannon or two behind it. Then you're pretty much safe, or can at least stall out long enough that you can get to where you have to defend. You also seem to think the player attacking is going to send a 200/200 army at the natural and have another 200/200 army at the 4th. If they do a split attack your army will easily crush the one it's at and then you can move towards the other location.

I don't see a problem with not having "ninja" expansions either. Sure you could take the 3 and 9 bases as ninja expos if you wanted to, but honestly in high end games people should be scouting well enough that there will never be a ninja expansion that is unscouted.

There isnt 2 chokes, there's 4, and two of them are wide. You might be able to FFE or 3 rax wall off the natural, but it won't cover the fat ramp from the natural to the third. Walloffs wont help there, instead your best bet is just camping a big army at that ramp to easily secure your 3rd. The entrence to the 4th from the center is almost too wide to even be called a choke. The fat ramp from the 3rd to the 4th makes taking the 4th as a ninja expansion impossible, it can only be taken as a "natural" 4th.

The ability to ninja expansion is important, because if there are no viable alternatives then its way too easy for one opponent to simply siege the next expansion in line and autowin. Which makes for very boring, onesided games. Its the *potential* to ninja expansion thats important; that doesn't mean that it needs to happen every game.

Another big problem is the expansion pattern. The longer the game goes on, the further the players expand away from each other. You want games where the opponents expand closer together or stay the same distance, because the longer the distance from 4th/5th to 4th/5th the riskier it is to move out with a 200 food army. That just makes for boring, turtly play. Sure you get macro games, but they're very boring macro games, and the distinction is important.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 17 2011 22:18 GMT
#190
Just under 6 hours to go!
Administrator~ Spirit will set you free ~
Diamond
Profile Blog Joined May 2009
United States10796 Posts
December 17 2011 23:18 GMT
#191
VOTTTTTTTTTTTTTTEEEEUUUUUUUUUUUUU!!!!!!!!!!!!!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Alpino
Profile Joined June 2011
Brazil4390 Posts
December 17 2011 23:30 GMT
#192
Going with Cloud Kingdom I like the way the bases are spread out in this map.
20/11/2015 - never forget EE's Ember
Witten
Profile Joined January 2011
United States2094 Posts
December 17 2011 23:33 GMT
#193
All the maps are worthy of making the map pool tbh. Easily.
Brood War Forever / NA's premiere Shadow Shaman player / Courier Collector / Bot Game Champion / Highly amateur Mystical Ninja Goemon Speedrunner
Nerko
Profile Joined May 2011
Sweden34 Posts
December 18 2011 00:07 GMT
#194
Cloud Kingdom : Looks freeking nice ! :D
Unnamed Player
Profile Joined March 2011
Australia89 Posts
December 18 2011 02:58 GMT
#195
Surprised that Ohana is doing so well in the voting. Not saying it isn't a good map but i think many are voting for it because of the tileset more than anything else.

I voted for Haven's Lagoon as it is going to be very difficult to drop mineral lines for terran and good overlord placement will see drops very difficult on this map. There a lot of features i like but that is the main one and hence why i voted for it.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 18 2011 04:02 GMT
#196
Voting is now closed, thanks for voting~
Administrator~ Spirit will set you free ~
Diamond
Profile Blog Joined May 2009
United States10796 Posts
December 18 2011 05:33 GMT
#197
Now the waiting game. It's a game where everyone loses.

Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 18 2011 08:46 GMT
#198
When can we expect results?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 18 2011 08:57 GMT
#199
On December 18 2011 17:46 IronManSC wrote:
When can we expect results?

Soon
Administrator~ Spirit will set you free ~
UmbeXCII
Profile Joined May 2011
Italy69 Posts
December 18 2011 16:06 GMT
#200
Oh this was way too quick...i just saw this post and unfortunately I can't vote...
Just for the record, I like Cloud Kingdom
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