The double entrance to the natural makes aggressive play particularly strong
- Spawns are top left and top right. - Large units (siege tanks, ultralisks, archons and thors) can't pass the shortest path between mains - Naturals have two entrances to them, and a wide open space which makes attacks stronger than usual - Space control is essential as the game goes longer
The vulnerability of the in base natural as the game goes on will be a recurring theme
- Spawns are top left and bottom right - Naturals are in base with a back door blocked by destructible rocks - The naturals will become a focus for attacks as the games go longer
The gold bases offer a tempting prize, but are difficult to defend
- Spawns are top left and top right - One of the most developed and tested maps from the pool - The option of a gold base for the third can be enticing, but could split your army when defending it
The semi-island nature of the map opens up unique strategies like Polt's 2Rax reaper vs herO
- Spawns are top left, top right, bottom right, bottom left (all spawns enabled) - Semi-island map, paths can be opened up once destructible rocks have been cleared - Map makes a lot of unique strategies viable, and encourages air strategies - One gas on the third/fourths are blocked by rocks
Goswser uses the time the lava is up to deal game ending damage
- Spawns are top left and bottom right - Low ground floods with lava every 5 minutes killing anything remaining there (similar to WoL campaign) (includes creep tumors) - Warning/countdown for lava rise provided, lava rises half way up ramps - Watch for progamers timing their attacks to coincide with lava timings
Harass oriented style will be essential for victory, as san illustrates against Revival
- Spawns are top left, top right, bottom right, bottom left (all spawns enabled) - Map is partitioned into four separate areas which connect through the middle and edges only - Green geysers are high yield - Map creates highly unique macro games in which harass is essential for victory
The central ramps and narrow path leading into them will be a focal point for long games
- Spawns are bottom left and top right - Path through the middle of the map is wide enough for all units - Green geysers are high yield - Utilization of the central ramps in the mid-game will be essential
Red Bull have generously provided the largest prize pool the map making community has seen. Not only is there a $1000 prize pool up for grabs, but the winner will be flown to Red Bull Battle Grounds to be there as their map is played by some of the best progamers in the world. The prize breakdown is as follows:
I voted for Shrieking Breeze, even tho i would LOVE to see them ALL in the battlegrounds, i personally get tired of the maps pretty damn quickly (one of the reasons why i'm a mapmaker, so i can make my own maps when i get tired of other peoples work! ^^).
Damn I'd say Polaris fuck yea, but with the current results my vote has to go to Jungle Valley. Even tho semi-island might sound turtly at first this map certainly isn't. Would give us some really different kind of games and strategies!
It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
On November 05 2013 07:22 neobowman wrote: It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
I suggest for those who would like to see an awesome game on Habitation Station that was played during the TLMC qualifiers check out Jjakji vs Hope. It's a great TvZ that pretty much showcases everything on the map. Golds, rotations, drops, mutas, why using the ramps in the middle benefits you so much! Great game!
ps. I also think Polaris, if it wins, should change the timer on the lava. Either keep it at 5minutes but make it stay elevated for a longer period of time or change it to pop up every 3 to 4 minutes so it appears faster!
On November 05 2013 07:22 neobowman wrote: It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
OMG THE FUN IS RUINING THIS GAME !
I don't necessarily think fun is ruling the game, but the public wants to see serious innovation with the maps, especially some crazy stuff! The lava mechanic is "innovative" and adds a dimension to strategy (and the fact that it destroys a lot of stuff!) that hasn't been seen in public maps... and that people want to see new stuff than seeing the "old" stuff. The irony is that THAT lava MECHANIC ALREADY EXISTS since WoL, yet no map maker actually dared using it.
I do think that the pros will really hate that map though... as they are creatures of habit, and want to just play on the same maps over and over and over again.
I would be happy if any of these maps were used, seriously. I have things disqualifying several of them from my "best map" vote, though. I was torn between Shrieking Breeze and NPR, because I see nothing wrong with either and both will be great choices with real and immediate metagame effects, and some unique situations throughout all stages of any matchup.
The thing that tipped the scales is that NPR changes the game for mapmakers, because we've never had a custom game element accepted in a competitive map. We've been stuck in the vanilla 8m2g box for so long, these map needs to be the banner that heralds the overdue awakening of the community to the potential and necessity of maps. Thankfully, it's winning the vote!
On November 05 2013 07:22 neobowman wrote: It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
...No doubt largely for this reason. But, even apart from the "this is what I want anyway" factor, is this such a bad thing? There is definitely real value in, well, spectator value.
On November 05 2013 07:12 Incubus1993 wrote: Was hard to choose but............... Shrieking Breeze you got my vote! Awesome work by all the mappers!
So close for me too. <3 gfire
Also I'm super impressed by everybody's work in the chosen submissions and proud of our mapping community, can't really go wrong with the voting this time.
On November 05 2013 07:22 neobowman wrote: It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
OMG THE FUN IS RUINING THIS GAME !
I don't necessarily think fun is ruling the game, but the public wants to see serious innovation with the maps, especially some crazy stuff! The lava mechanic is "innovative" and adds a dimension to strategy (and the fact that it destroys a lot of stuff!) that hasn't been seen in public maps... and that people want to see new stuff than seeing the "old" stuff. The irony is that THAT lava MECHANIC ALREADY EXISTS since WoL, yet no map maker actually dared using it.
I do think that the pros will really hate that map though... as they are creatures of habit, and want to just play on the same maps over and over and over again.
I don't think all the pros will hate it once it starts getting some play. Much of the time it will seem completely normal. It's a good layout without the lava anyway.
But please don't say "no mapmakers dared use [innovative thing]". We have since the beginning, and have been repeatedly slapped down by a heedless community and Blizzard's insistence on rigid and boring map standards.
Again, I'm not trying to be critical of Polaris Rhapsody. Its a great map, and it was a map I loved in Brood War. I just think that some people aren't thinking of the map itself, but just looking at the lava and going HOLY SHIT LAVA, I WANT THAT! That said, if you look at Polaris, like the lava mechanic and think the layout is great, of course, vote the shit out of it. But I'm just worried about the masses who tend not to think too hard about it.
Habitation station is still one of my favorites... the design is awesome and for some reason it reminds me of daybreak which I liked a ton. It has potential for fantastic games.
On November 05 2013 07:59 neobowman wrote: Again, I'm not trying to be critical of Polaris Rhapsody. Its a great map, and it was a map I loved in Brood War. I just think that some people aren't thinking of the map itself, but just looking at the lava and going HOLY SHIT LAVA, I WANT THAT! That said, if you look at Polaris, like the lava mechanic and think the layout is great, of course, vote the shit out of it. But I'm just worried about the masses who tend not to think too hard about it.
Yeah, not pointing any fingers. And this usually bugs me on principle. But out of the pool of finalists we have no maps that are ganking votes with a "cool gimmick" with no substance, we have a bunch of solid maps and a solid map with a gimmick with something behind it, which is nice because then I can feel populist like I so rarely do. XD
On November 05 2013 08:04 Redrot wrote: Habitation station is still one of my favorites... the design is awesome and for some reason it reminds me of daybreak which I liked a ton. It has potential for fantastic games.
I really does, I'm pretty bummed I don't get to vote for it.
I have to vote for the Lava map because Bomber is playing at the tournament, losing your entire army to lava is clearly the evolution of nuking your own army.
On November 05 2013 07:22 neobowman wrote: It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
OMG THE FUN IS RUINING THIS GAME !
I don't necessarily think fun is ruling the game, but the public wants to see serious innovation with the maps, especially some crazy stuff! The lava mechanic is "innovative" and adds a dimension to strategy (and the fact that it destroys a lot of stuff!) that hasn't been seen in public maps... and that people want to see new stuff than seeing the "old" stuff. The irony is that THAT lava MECHANIC ALREADY EXISTS since WoL, yet no map maker actually dared using it.
I do think that the pros will really hate that map though... as they are creatures of habit, and want to just play on the same maps over and over and over again.
I don't think all the pros will hate it once it starts getting some play. Much of the time it will seem completely normal. It's a good layout without the lava anyway.
But please don't say "no mapmakers dared use [innovative thing]". We have since the beginning, and have been repeatedly slapped down by a heedless community and Blizzard's insistence on rigid and boring map standards.
I apologize for this ignorance (as I don't see things from the mapmaker point of view) as it just simply appears this way through the casual viewer of SC2.
However, if this lava map does actually go through, then I think we might start to see the change of "standards that exist for tourney maps". And maybe finally we can actually see some real change for maps in the standard map pool than what we see today.
I do still think the lava map has the VIEWERs vote, as the Viewers love to see everything blown up by lava... hands down. So for pure spectator point of view, this map probably has the most to offer in terms of tense situations (especially when the events are outside of the player's control). Just note that I'm not saying that this map is the most interesting strategically wise... but just the thought of everything melting in lava and that it got approved in this map pool... oh that thought excites me.
On November 05 2013 07:22 neobowman wrote: It seems like a lot of people are voting for Polaris Rhapsody just for the Lava. Not that its a bad map but it seems just like a thing the public vote for for fun :/.
OMG THE FUN IS RUINING THIS GAME !
I don't necessarily think fun is ruling the game, but the public wants to see serious innovation with the maps, especially some crazy stuff! The lava mechanic is "innovative" and adds a dimension to strategy (and the fact that it destroys a lot of stuff!) that hasn't been seen in public maps... and that people want to see new stuff than seeing the "old" stuff. The irony is that THAT lava MECHANIC ALREADY EXISTS since WoL, yet no map maker actually dared using it.
I do think that the pros will really hate that map though... as they are creatures of habit, and want to just play on the same maps over and over and over again.
I don't think all the pros will hate it once it starts getting some play. Much of the time it will seem completely normal. It's a good layout without the lava anyway.
But please don't say "no mapmakers dared use [innovative thing]". We have since the beginning, and have been repeatedly slapped down by a heedless community and Blizzard's insistence on rigid and boring map standards.
I apologize for this ignorance (as I don't see things from the mapmaker point of view) as it just simply appears this way through the casual viewer of SC2.
However, if this lava map does actually go through, then I think we might start to see the change of "standards that exist for tourney maps". And maybe finally we can actually see some real change for maps in the standard map pool than what we see today.
I do still think the lava map has the VIEWERs vote, as the Viewers love to see everything blown up by lava... hands down. So for pure spectator point of view, this map probably has the most to offer in terms of tense situations (especially when the events are outside of the player's control). Just note that I'm not saying that this map is the most interesting strategically wise... but just the thought of everything melting in lava and that it got approved in this map pool... oh that thought excites me.
No worries, I just have to put it out there because it sucks that we haven't been able to use all the coolness of the editor this whole time. I definitely agree with you and that's why I'm pulling for LAVA. *bold* I really hope so! :D
sidian my feedback will always come crawling back to you
Wow... New Polaris Rhapsody has an enormous lead. Not sure how I feel about that. On the one hand, it's a kinda cool map with a very unique mechanic, and I'm eager to see what kinda crazy stuff pro players concoct to exploit it. We didn't really see enough games on that map during the tournament to get a feel for how that would affect play. It also opens the door for more of the quirky map mechanics folks like TLO have been pushing for. On the other hand... the lava thing is probably very unbalanced in some matchups, especially with respect to things like automatically wiping out creep every five minutes.
On November 05 2013 10:16 Tezkat wrote: Wow... New Polaris Rhapsody has an enormous lead. Not sure how I feel about that. On the one hand, it's a kinda cool map with a very unique mechanic, and I'm eager to see what kinda crazy stuff pro players concoct to exploit it. We didn't really see enough games on that map during the tournament to get a feel for how that would affect play. It also opens the door for more of the quirky map mechanics folks like TLO have been pushing for. On the other hand... the lava thing is probably very unbalanced in some matchups, especially with respect to things like automatically wiping out creep every five minutes.
It could just mean that zergs will use overlords to spread creep more, which would be an interesting development imo
On November 05 2013 10:16 Tezkat wrote: Wow... New Polaris Rhapsody has an enormous lead. Not sure how I feel about that. On the one hand, it's a kinda cool map with a very unique mechanic, and I'm eager to see what kinda crazy stuff pro players concoct to exploit it. We didn't really see enough games on that map during the tournament to get a feel for how that would affect play. It also opens the door for more of the quirky map mechanics folks like TLO have been pushing for. On the other hand... the lava thing is probably very unbalanced in some matchups, especially with respect to things like automatically wiping out creep every five minutes.
It could just mean that zergs will use overlords to spread creep more, which would be an interesting development imo
Zerg can still spread creep around the sides, and Terran cannot parade push through the middle because every 5 minutes he has to pack up and leave lol
Voted for Graveside but I don't mind New Polaris Rhapsody because it might convince Blizzard or other tournaments that that kind of thing is okay but maybe I'm hoping for too much. I wish it didn't have that much of a lead though.
An interesting thing about New Polar Rhapsody: Your third is cut off every time lava comes up. So possibly a snipe on the third while the lava is going up?
I wish we got to see more games on these maps, and to play more games on these maps. Hope some tournament can pick some of them up for a map pool, but given how every tournament just sticks to ladder maps, doubt it will happen ><.
On November 05 2013 11:59 goswser wrote: I wish we got to see more games on these maps, and to play more games on these maps. Hope some tournament can pick some of them up for a map pool, but given how every tournament just sticks to ladder maps, doubt it will happen ><.
After watching replays for the maps I was interested in, I decided to vote for NPR first (because of the radical lava feature), followed by Shrieking Breeze second (I like the map better, but what NPR would do to the mapmaking scene makes it worth my vote)
Voted for Polaris Rhapsody not because I love the lava function, but because it's a great map layout in general, and also because of the potential to set a precedent for non-standard map features becoming more accepted (possibly ironic coming from the guy who made the most standard map in the finals, lol). Graveside was a very close second place though.
Anyway, pls don't vote for Synapse, it's a boring map and doesn't have lava.
Cant believe people are voting for NPR, the map itself isnt too bad, but the whole Lava mechanic makes the whole "competetive and professional szene a farce" that involves luck to an extent that is unbelievable and gimicky.
Makes me sad that people vote for that
Definetely would have preferred simpler things that are unusual like blinding clouds to change tactical positions.Instead we get "hey dont go to spot B within the next x seconds, or you lose the game instantly".
Really starting to like habitation station and blitzkrieg tho, they would have definetely been my fav maps if it werent for the Xel Naga towers.
On November 05 2013 20:19 Quateras wrote: Cant believe people are voting for NPR, the map itself isnt too bad, but the whole Lava mechanic makes the whole "competetive and professional szene a farce" that involves luck to an extent that is unbelievable and gimicky.
Makes me sad that people vote for that
Definetely would have preferred simpler things that are unusual like blinding clouds to change tactical positions.Instead we get "hey dont go to spot B within the next x seconds, or you lose the game instantly".
Really starting to like habitation station and blitzkrieg tho, they would have definetely been my fav maps if it werent for the Xel Naga towers.
Gogo graveside !
The lava is on a set timer. If pro players lose units there, it's 100% their fault.
On November 05 2013 20:19 Quateras wrote: Cant believe people are voting for NPR, the map itself isnt too bad, but the whole Lava mechanic makes the whole "competetive and professional szene a farce" that involves luck to an extent that is unbelievable and gimicky.
Makes me sad that people vote for that
Definetely would have preferred simpler things that are unusual like blinding clouds to change tactical positions.Instead we get "hey dont go to spot B within the next x seconds, or you lose the game instantly".
Really starting to like habitation station and blitzkrieg tho, they would have definetely been my fav maps if it werent for the Xel Naga towers.
Gogo graveside !
The lava is on a set timer. If pro players lose units there, it's 100% their fault.
I completely agree with the guy that you have quoted. It is their fault, but Lava also kills creep tumors, which means no creep spreading and creep spreading is among better macro mechanics in SC2 and it is what differs solid from great macro players.
I love the tension between the player that tries to clear the creep, and the player that spreads it, and constant small skirmishes for that kind of things, and this map just kills that. And because of it, it seems that you will depend largely on timing-attacks and all-ins, or just air play that has the advantage because you won't be forced to go to the some route on the map just because of it with your ground units. And I had enough of all-ins in SC2.
I still think that map is awesome and that it looks amazing, but in my opinion, I would remove the Lava mechanic.
On November 05 2013 20:19 Quateras wrote: Cant believe people are voting for NPR, the map itself isnt too bad, but the whole Lava mechanic makes the whole "competetive and professional szene a farce" that involves luck to an extent that is unbelievable and gimicky.
Makes me sad that people vote for that
Definetely would have preferred simpler things that are unusual like blinding clouds to change tactical positions.Instead we get "hey dont go to spot B within the next x seconds, or you lose the game instantly".
Really starting to like habitation station and blitzkrieg tho, they would have definetely been my fav maps if it werent for the Xel Naga towers.
Gogo graveside !
The lava is on a set timer. If pro players lose units there, it's 100% their fault.
I completely agree with the guy that you have quoted. It is their fault, but Lava also kills creep tumors, which means no creep spreading and creep spreading is among better macro mechanics in SC2 and it is what differs solid from great macro players.
I love the tension between the player that tries to clear the creep, and the player that spreads it, and constant small skirmishes for that kind of things, and this map just kills that. And because of it, it seems that you will depend largely on timing-attacks and all-ins, or just air play that has the advantage because you won't be forced to go to the some route on the map just because of it with your ground units. And I had enough of all-ins in SC2.
I still think that map is awesome and that it looks amazing, but in my opinion, I would remove the Lava mechanic.
I love having a map with a unique, non-random mechanic. Both players know when and what is coming. It's an exciting map to watch fun and unique games on - and it's *especially* good for newer viewers. Aren't we trying to grow the community?
I would probably make creep tumors immune to the lava though, it seems like Zerg might be unfairly disadvantaged by losing creep that way.
Still have to watch VODs or play, but on a first glimpse I really like Shrieking Breeze. It seems so... dunno, "flexible" to many kind of playstyles: you get to choose where to expand, middle path can be opened in mid game and all spawning positions enabled. I like it.
New Polaris Rhapsody may take a "new" mechanic in tournaments - it's not the first interactive map, but since lava it's not a random element but actually something that will be taken in consideration for timings and strategies I think we should give it a try. Keru didn't make it, Khalims Will neither... third time's the charm?
I hope I get the time to see them all in action before voting.
On November 05 2013 20:19 Quateras wrote: Cant believe people are voting for NPR, the map itself isnt too bad, but the whole Lava mechanic makes the whole "competetive and professional szene a farce" that involves luck to an extent that is unbelievable and gimicky.
Makes me sad that people vote for that
Definetely would have preferred simpler things that are unusual like blinding clouds to change tactical positions.Instead we get "hey dont go to spot B within the next x seconds, or you lose the game instantly".
Really starting to like habitation station and blitzkrieg tho, they would have definetely been my fav maps if it werent for the Xel Naga towers.
Gogo graveside !
The lava is on a set timer. If pro players lose units there, it's 100% their fault.
I completely agree with the guy that you have quoted. It is their fault, but Lava also kills creep tumors, which means no creep spreading and creep spreading is among better macro mechanics in SC2 and it is what differs solid from great macro players.
I love the tension between the player that tries to clear the creep, and the player that spreads it, and constant small skirmishes for that kind of things, and this map just kills that. And because of it, it seems that you will depend largely on timing-attacks and all-ins, or just air play that has the advantage because you won't be forced to go to the some route on the map just because of it with your ground units. And I had enough of all-ins in SC2.
I still think that map is awesome and that it looks amazing, but in my opinion, I would remove the Lava mechanic.
It could be that it just forces overlords to be positioned to spread creep. That in itself would makes things pretty interesting.
Lol the poll results get cut off before Synapse is listed, I can't see how well my map is doing (not that it has any chance of winning, but still I'd enjoy seeing the percentage).
On November 06 2013 10:10 -NegativeZero- wrote: Lol the poll results get cut off before Synapse is listed, I can't see how well my map is doing (not that it has any chance of winning, but still I'd enjoy seeing the percentage).
On November 06 2013 10:10 -NegativeZero- wrote: Lol the poll results get cut off before Synapse is listed, I can't see how well my map is doing (not that it has any chance of winning, but still I'd enjoy seeing the percentage).
On November 06 2013 04:23 Plexa wrote: It could be that it just forces overlords to be positioned to spread creep. That in itself would makes things pretty interesting.
Which is a lot more risky than just not having creep... I don't know, I still don't like it. As I said, even if the Lava thing isn't random, players will plan timings and all-ins around it. The standard, macro play, would be almost non-existent, every game we will see all-ins and timings, and I don't like map that forces you to do that.
On November 06 2013 04:23 Plexa wrote: It could be that it just forces overlords to be positioned to spread creep. That in itself would makes things pretty interesting.
Which is a lot more risky than just not having creep... I don't know, I still don't like it. As I said, even if the Lava thing isn't random, players will plan timings and all-ins around it. The standard, macro play, would be almost non-existent, every game we will see all-ins and timings, and I don't like map that forces you to do that.
And this is a good thing. Be open minded, diversity is good. Every map doesn't necessary have to be played the same (what you call "standard macro play").
I like Synapse the best, but it's not surprising that a BW remake is winning by so much. :S It would have been my second choice though, so now biggie. :Þ
On November 06 2013 10:10 -NegativeZero- wrote: Lol the poll results get cut off before Synapse is listed, I can't see how well my map is doing (not that it has any chance of winning, but still I'd enjoy seeing the percentage).
Thank you team liquid (thank you Plexa or Monk or any other tl admin/mod/other) who lobbied persuaded accepted (or other) and made this huge step forward possible to take place (i am off course referring to inducting a map featuring the "lava mechanic" in tlmc3).
THIS IS A TEST, a benchmark for all future tlmcs / tournament future evolution (or at least that is how an old goat like me understood it).
Team Liquid is the premiere sc2 site, if they try out new "non random" possibly competitive game mechanics.. then every other organisations will follow suit (and lets face it .. you have to chose one to start out with, the "lava mechanic" bringing reminiscences of the campaign seems like a sensible choice).
Please, dear tl members/users.. i humbly of all of you to try not to dwell too much on the specific issue per say (whether you like or dislike it.. one needs to try out stuff to understand its reality) .. and wholeheartedly courageously embrace this GIANT step forward in the GAME ITSELF by supporting this tlcm endeavor.
maps are the life of the game players (soul of the game) out thinking mapmakers and mapmakers re out thinking players is the only true way things ought to be done.
pro players: you guys are smart and i think you will gain more than you think out of a map boom.. on every level
normal players: embrace the unknown, you are among players, among a family shaping a wonderful kid (sc2), you will enjoy rediscovering your own past time, trust me
i think the "lava mechanic" would be best honed (accepted) with maps that only close off accesses (like a bridge being open or closed).. as opposed to huge combat areas being dangerous to be in. This until the mechanic may be broadened by general consensus. personally i love this mechanic and i'm wishing for this to be expanded to fly zones
I've just tried out the first map, blitzkrieg, and it seems to me that the gases or minerals on the third (3 o clock base) is misplaced. The base will be forced to be to far away from minerals by the gases. I guess this is not intended? http://postimg.org/image/vke47s4oj/ On the other side of the map this does not happen.
Ok I've flip-flopped regarding NPR (LOL), but I have to say one thing which has never changed - and that is that the map is gorgeous. I still think the map's mains are slightly if (a bit toooo much) too big, and that the lava timer should be shortened so that the even happens more frequently. Much more of a chance to influence gameplay than it does now.
Even now it has caused a few cool interactions ^^.
I think the lava mechanic is ridiculous and has no place in competitive play. Its a cute campaign mechanic... but it's one of those things that is going to completely ruin a lot of games. Zerg cant creep spread, Terran cant set up defensively. Is going to completely ruin climax moments, when you see a full army get wiped because its being chased into the lava by enemy team, not to mention its going to make people never leave their base because they are worried about it, even though its on a timer.
am kinda disappointed to see competitive sc2 come to this...
i obviously dont agree with the popular opinion on this one though, so I am not expecting much agreement in this thread, just posting my $.02
On November 11 2013 05:17 Barrin wrote: While I do have certain reservations about the [~metagame] impact of using this lava mechanic in serious competition (I too had hoped for more subtle important changes instead of gimmicks), I'm going to write it off as inevitable/fitting and (of course) cool/"fun" in its own right.
After watching replays I've got no problem putting one foot in this New Polaris Rhapsody bandwagon; I thoroughly approve the area(s) the lava does/doesn't cover. In particular I enjoy how it gives an advantage to heavily using air units; the rest of the beauty follows from there. NPR seems like a clear top 3 winner for this competition, hands down.
Jungle Valley and Shrieking Breeze are losing, and frankly should be imo (sry <3). Unfortunately my original faith in Graveside may have been misguided; it seems circle syndrome got the best of it after all.
Blitzkrieg and Habitation Station are neck and neck in the polls fighting for second place, which seems reasonable to me (NPR being somewhat over-hyped). The gold bases play out better than I expected; HS seems like a solid winner. Ultimately I really love the concept(s) behind Blitzkrieg and its execution is the best we have, so my vote goes to Blitzkrieg.
I'm glad to find that I agree with the people's verdict of HBR, HS, and Blitz as the top 3 maps. Throw EtcetRa that last $100 xD; there is hidden genius in GS even if it failed.
I don't think you can call any map in the finals a failure weighed by the standards of previous competition-tested maps that have failed, but I think you can definitely make a case for some to rise past the others here. For what it's worth, what are your thoughts on resource density on blitzkrieg?
I thought that map-wise the Lava mechanic map was one of the better designs. The only thing I dont like about it... is the gimmick.
I thought design wise it was superior to all of the other maps, i just am not comfortable voting for a gimmick just for the lol's.
I dont like the free 3 bases... i think it promotes the stale type of games that happened at the end of WoL where you just sit in ur base til 200/200 mega deathball.
I also dont like close by air, because there is a reason Scrap Station was played drastically different than other maps, and why we stopped playing/making close by air maps.
The one with rocks blocking all non-air/reaper scouting was really silly too as it just promotes playing super greedy and just maxing workers then going 200/200 deathball again.
IDK I like the map itself, but again am not a fan of the gimmick.
Kinda disappointed that Blitz got third because of twenty last minute votes coming from nowhere after being ahead for most of the voting period but hey.
Gratz to the winners. Just wish my map could be used in the tournament.
It's a shame they only take one map for the tournament. I voted NPR because it was the only one to at least try doing something truly different, but Graveside looks like a cool map, too.
On November 12 2013 04:16 neobowman wrote: Kinda disappointed that Blitz got third because of twenty last minute votes coming from nowhere after being ahead for most of the voting period but hey.
Gratz to the winners. Just wish my map could be used in the tournament.
On November 12 2013 05:05 Ljas wrote: It's a shame they only take one map for the tournament. I voted NPR because it was the only one to at least try doing something truly different, but Graveside looks like a cool map, too.
So you mean that Shrieking Breeze or Jungle Valley are nothing more than normal standard maps? NPR is a excellent standard map with a really nice gimmick, but calling that it was the only map that did something truly different is a little over the top.
As for the winners congrats! and enjoy the moneyzzz! ^^
meh, i guess half of the people did not understand Jungle Valley's concept and half of the other half did not like it at all.
congrats to the winners, well played. i guess i should have put more work in that idea and create a more memorable design (regarding the overview). until the next time i can call myself triple tlmc finalist and have to be content with that. btw we should brief the casters next time about all maps' details, so that they need less than 3 casted matches to understand what's going on