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Active: 1802 users

TL Map Contest 1v1 Results - Page 3

Forum Index > SC2 General
125 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 Next All
Olli
Profile Blog Joined February 2012
Austria24422 Posts
June 11 2013 06:19 GMT
#41
Great choices. I hope these maps will be included in an upcoming ladder season so we can try them out extensively. Cloud Kingdom was the best map of WoL and it's all thanks to Blizzard putting it on ladder that we got to find out about it. Who knows, maybe one of these is the CK of HotS?
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Samro225am
Profile Joined August 2010
Germany982 Posts
June 11 2013 06:25 GMT
#42
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. still quite happy that frost at least took the win over ohana2.0+rocks. that would have been a nightmare, just ask ironman =D
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
June 11 2013 06:28 GMT
#43
wow these all look so great. Really looking forward to seeing them in action!
monk
Profile Blog Joined May 2009
United States8476 Posts
June 11 2013 06:44 GMT
#44
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!
Moderator
Qikz
Profile Blog Joined November 2009
United Kingdom12040 Posts
Last Edited: 2013-06-11 07:15:31
June 11 2013 07:05 GMT
#45
Sigh, the three maps I didn't think should have won, won. Well that's dissapointing and now I'm going to have to waste a veto on Ravage. :/

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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
GTR
Profile Blog Joined September 2004
51596 Posts
June 11 2013 07:11 GMT
#46
IronMan - the Kong of map making.
Commentator
Weavel
Profile Joined January 2010
Finland9223 Posts
Last Edited: 2013-06-11 07:17:36
June 11 2013 07:16 GMT
#47
Wuhuu Frost made it! So happy.

On the other hand I'm kind of sad that Ravage made it. I don't see anything interesting on that map.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
June 11 2013 07:18 GMT
#48
Wow, these look like some really fantastic maps.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
June 11 2013 07:20 GMT
#49
TL Writers fighting, Fionn's time to shine.
11/5/14 CATACLYSM | The South West's worst Falco main
Quateras
Profile Joined August 2012
Germany867 Posts
Last Edited: 2013-06-11 07:29:29
June 11 2013 07:28 GMT
#50
I dont want to be a downer, since everyone put so much effort and work into their maps, but i feel sad that we have so many standard maps in the high rankings that also still have/use Watchtowers
(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.
"If you don't know where you are going, you can never get lost."
Grovbolle
Profile Blog Joined July 2011
Denmark3813 Posts
June 11 2013 07:37 GMT
#51
Daybreak will have another year in tournament pools anyway :-(
Lies, damned lies and statistics: http://aligulac.com
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2013-06-11 07:57:43
June 11 2013 07:55 GMT
#52
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 +
[image loading]


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.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Qikz
Profile Blog Joined November 2009
United Kingdom12040 Posts
Last Edited: 2013-06-11 07:58:27
June 11 2013 07:57 GMT
#53
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 +
[image loading]


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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 11 2013 08:03 GMT
#54
On June 11 2013 16:57 Qikz wrote:
Show nested quote +
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 +
[image loading]


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.


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.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Destructicon
Profile Blog Joined September 2011
4713 Posts
June 11 2013 08:04 GMT
#55
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.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Qikz
Profile Blog Joined November 2009
United Kingdom12040 Posts
June 11 2013 08:10 GMT
#56
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
KadaverBB
Profile Blog Joined June 2009
Germany25658 Posts
June 11 2013 08:13 GMT
#57
Yay frost
AdministratorLaws change depending on who's making them, but justice is justice
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2013-06-11 08:26:05
June 11 2013 08:22 GMT
#58
On June 11 2013 17:10 Qikz wrote:
Show nested quote +
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.


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.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Otolia
Profile Blog Joined July 2011
France5805 Posts
June 11 2013 08:22 GMT
#59
Frost didn't look like a good map to me. But what do I know ?!

Let's hope more of these maps get into ladder.
Big J
Profile Joined March 2011
Austria16289 Posts
June 11 2013 08:44 GMT
#60
Voted for Ravage, Frost felt slightly too big when playing it for me.
Anyhow, great maps, great contest, hope it returns very soon.
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