TL Map Contest 1v1 Results - Page 3
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Olli
Austria24417 Posts
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Samro225am
Germany982 Posts
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thedeadhaji
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39489 Posts
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monk
United States8476 Posts
On June 11 2013 15:25 Samro225am wrote: the best map (solid and interesting) won. one could find all kind of arguments why the three maps won that differ the least from what we currently have in a competition that was said to search for meta-game changing maps. baby steps! | ||
Qikz
United Kingdom12022 Posts
I think I'm just salty as we finally had some maps that could have been good for mech play go into the pool and none of them got in. I guess I'll have to play another season where the majority of the maps are bad for mech. I really wish Keru, Korpulu or Electric Circuit won, I mean Yeonsu is alright but I'd have easily preffered any of the others. Grats to the winners though. | ||
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GTR
51332 Posts
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Weavel
Finland9221 Posts
On the other hand I'm kind of sad that Ravage made it. I don't see anything interesting on that map. | ||
Aerisky
United States12128 Posts
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Targe
United Kingdom14103 Posts
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Quateras
Germany867 Posts
![]() (especially since BLizz wanted to have more experimental maps, no?) Really surprised about the results, reading the voting thread i expected a totally different outcome ^ _ ^ Anywho, congratulations to the top 3 : Yeonsu, Ravage and Frost. PS: was interesting to see ironman make ravage on his stream. | ||
Grovbolle
Denmark3804 Posts
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IronManSC
United States2119 Posts
The new 3rd layout + Show Spoiler + ![]() Just one of several other changes. I'm trying my best to make Ravage a little more eye-appealing and more interesting for you guys. | ||
Qikz
United Kingdom12022 Posts
On June 11 2013 16:55 IronManSC wrote: Keep in mind that Ravage will look quite different if it appears on ladder. There are multiple balance changes that I've been working on.. for example: The new 3rd layout + Show Spoiler + ![]() Just one of several other changes. I'm trying my best to make Ravage a little more eye-appealing and more interesting. So you're changing one genuinly interesting part of Ravage in the fact it had a harder to take third? I'm confused, why enter with one map then have it completely different after the contest is over. | ||
IronManSC
United States2119 Posts
On June 11 2013 16:57 Qikz wrote: So you're changing one genuinly interesting part of Ravage in the fact it had a harder to take third? I'm confused, why enter with one map then have it completely different after the contest is over. Balance criticism. Lots of it. Until the day comes when, or if, it reaches ladder, it should be fixed up as much as possible. Don't forget what Ohana had to go through from TLMC to ladder. That was a nightmare that i'm trying to avoid this time around by just putting all the updated stuff in one file and then not worrying about it after that. | ||
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Destructicon
4713 Posts
While Electric Circuit got a lot of public votes because people like the radical new base layout, I anticipated a lot of problems regarding early timing pushes with tanks or blink stalker play, because the architecture of the map allows the one controlling the high ground to potentially control the main and 3rd while also constricting access to the nat, a potential imbalance, but we haven't seen enough games on it to be sure. Keru and Koprulu have other problems, on Keru because of the difficulty of taking and holding the 3rd and then the 4th, I kind of expect the map to quickly devolve to 2 base timings from all races which will get boring quite quickly if its the only thing people do. Koprulu while it allows more macro play, I believe is fundamentally flawed because no matter where you expand towards, two bases can be harassed at the same time from behind the mineral wall. And while normal that would be fine, it actually is a big problem because terrans and tosses have more ranged units and styles and zerg is primarily melee units or low range units. That factor coupled with the new mobility of terran will make the map very difficult for zerg to play at the highest level. Overall happy with the results, looking forward to seeing the top 3 in tournaments and hopefully on ladder. | ||
Qikz
United Kingdom12022 Posts
On June 11 2013 17:04 Destructicon wrote: I'm not too too surprised with the results. The maps that received the pro votes are closest to what we consider standard, but with enough new twists to not only make them interesting but still keep them balanced. While Electric Circuit got a lot of public votes because people like the radical new base layout, I anticipated a lot of problems regarding early timing pushes with tanks or blink stalker play, because the architecture of the map allows the one controlling the high ground to potentially control the main and 3rd while also constricting access to the nat, a potential imbalance, but we haven't seen enough games on it to be sure. Keru and Koprulu have other problems, on Keru because of the difficulty of taking and holding the 3rd and then the 4th, I kind of expect the map to quickly devolve to 2 base timings from all races which will get boring quite quickly if its the only thing people do. Koprulu while it allows more macro play, I believe is fundamentally flawed because no matter where you expand towards, two bases can be harassed at the same time from behind the mineral wall. And while normal that would be fine, it actually is a big problem because terrans and tosses have more ranged units and styles and zerg is primarily melee units or low range units. That factor coupled with the new mobility of terran will make the map very difficult for zerg to play at the highest level. Overall happy with the results, looking forward to seeing the top 3 in tournaments and hopefully on ladder. The mineral wall wouldn't be a problem for zerg either as they've got mutalisks which are pretty common in pretty much every situation. | ||
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KadaverBB
Germany25649 Posts
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Destructicon
4713 Posts
On June 11 2013 17:10 Qikz wrote: The mineral wall wouldn't be a problem for zerg either as they've got mutalisks which are pretty common in pretty much every situation. Mutas are very common in ZvT, but they are starting to get phased out in ZvZ after the spore change, and they are choice in ZvP, the map would kind of force only mutas in most cases just to deal with this threat, which would, again, get dull quickly if it was the only thing people did. Also mutas are bad for straight up fights, when the only rapid response to a terran drop is mutas, you know you're in a world or pain, it would take a simple double drop behind the mineral wall with 6 marines and 1 mine each to not only cause significant damage to the mineral lines but also deal terrible, terrible damage to the mutas that come to defend. If the zerg sends ground units back there to potentially defend then they are opening themselves up to pushes and drops in other areas. | ||
Otolia
France5805 Posts
Let's hope more of these maps get into ladder. | ||
Big J
Austria16289 Posts
Anyhow, great maps, great contest, hope it returns very soon. | ||
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