Grats to the finalists. If anything wins it should be new Polaris Rhapsidy though <3
Red Bull TLMC Finalists - Page 3
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Qikz
United Kingdom12022 Posts
Grats to the finalists. If anything wins it should be new Polaris Rhapsidy though <3 | ||
Weavel
Finland9221 Posts
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The_Templar
your Country52797 Posts
oh well | ||
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Plexa
Aotearoa39261 Posts
On November 02 2013 14:43 MarcusRife wrote: new polaris rhapsody is bugged.Timer reads gibberish and a gas on the natural for the sw base is unbuildable. The maps should be checked thoroughly. I don't have time to do it. There could be more problems as well. I noticed the New Polaris Rhapsody thing a few days ago and now that it is a finalist I figured I should say something. I confirmed the same problems on the TLMC version. Hi Marcus, thanks for pointing this out. When I tested the maps from the editor (as opposed to uploaded online) the timer worked fine. I've tested it now that it is uploaded and you are correct. If I can't get this issue fixed in the next hour (or progress made so that I am confident it can be fixed in time) it will, unfortunately, be replaced by the 8th place entry. Update: It looks like a localisation issue. Seems very fixable. Update 2: The issue has been fixed and the geyser fixed. | ||
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The_Templar
your Country52797 Posts
Blitzkrieg: Super old map but ok I guess, don't like how the high ground on the bottom is used because there's a particularly good spot to engage compared to any other place, which is a place your opponent will never engage. Might not be a huge issue but attacking looks dangerous at all times. Graveside: Liked Viper Pit better. The difference between having a third and a fourth base is gigantic and might allow someone to hit a fairly wide timing when you're taking a fourth any earlier than you should be. Making the third harder would fix this but destroy some of the point of the map, and making the fourth closer would require butchering the map a lot, so keep it as it is if it is used. Also, the backdoor to your in-base natural expansion is closer than your main, a problem blistering sands had, mapmaker attempts to use an interesting ramp mechanic to make it easier. A fine map, I suppose. Habilitation Station: I like it better than when I looked at it initially. Looks like every part of the map is tailored for a different style. Upper area allows a more drop heavy and positional play, middle requires excellent concaves/positioning and attention to your units so they're not caught in a choke, bottom requires control of the high ground. Like how chokes compensate for open spaces, but is probably overdone in the third and fourth bases. Map will probably work out. Has my mother's seal of approval for looking cool. Jungle Valley: Positionally imbalanced, ironically, since the author obviously attempted to avoid any positional imbalance. Since air play is pretty necessary in the mid-game, a clockwise spawning player can take all three expansions close to his main, but not a counter-clockwise player. Ground play is too boring and probably never works out. New Polaris Rhapsody: If you want a 5th base you must have a mobile army or be far ahead, or that 5th base is dead. Would rather switch the position of the center base and the cardinal ramp. Of course I realize it's a brood war map, this stuff works better in there I suppose, but I never played brood war at a professional level. Shrieking Breeze: I thought the author withdrew? Air play is obviously mandatory for a good portion of the game, which will mean cross-potition games are decided by the 3 corner bases which are all super close together. Seems a bit boring. 5 bases are even easier to secure than it looks at first glance. Has my mother's seal of approval for looking cool. Synapse: Probably my 8th choice. 8 bases that are practically given to you and four that require a helluva lot of stretching. Middle bases require control of both high ground plateaus which is pretty much the point of the map. Otherwise a very nice map | ||
Slydie
1915 Posts
Maybe the deadline was too short? | ||
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The_Templar
your Country52797 Posts
On November 02 2013 20:53 Slydie wrote: My first impression is that none of these will become classics unfortunately. Most of the maps have no real choices where to expand, unlike the really good (IMO) recent ladder additions Polar Night, Yeonsu and Frost. Maybe the deadline was too short? yeah imo Barricaded should be used, instant classic ![]() + Show Spoiler + | ||
moskonia
Israel1448 Posts
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FnaticPink
Denmark324 Posts
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Uvantak
Uruguay1381 Posts
On November 02 2013 19:02 Aunvilgod wrote: Some of them are really nice and innovative, some are not. Sad to see some very innovative maps fall out. Well some had to be left (like mine u.u), there were only 7 spots. I'm thrilled that Synapse, Shrieking Breeze and graveside are in the top 7, i really really like those maps, and i can bet my life on that at least one player will lose a big portion of his army in Polaris Rapsody ^^ | ||
xuanzue
Colombia1747 Posts
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Sprouter
United States1724 Posts
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Grumbels
Netherlands7031 Posts
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Rustug
1488 Posts
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Ferisii
Denmark199 Posts
Please fix asap. :b | ||
Meerel
Germany713 Posts
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Plexa
Aotearoa39261 Posts
+ Show Spoiler + Fixed! | ||
Boucot
France15997 Posts
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a176
Canada6688 Posts
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Muffinman53
571 Posts
Neutral nexus could be the new destructible rocks :D | ||
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