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Red Bull TLMC Results - Page 4

Forum Index > SC2 General
101 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
Goibon
Profile Joined May 2010
New Zealand8185 Posts
November 13 2013 03:34 GMT
#61
So cool. Can't wait to see some pro games played on it. I really enjoyed the Lava Stage during the WoL campaign but I do worry that the Lava could decide a game. I have fond and not so fond memories of 5v5 Arenas back in WoW on Nagrand before they removed the whirlwinds, and i always hated Orgrimmar Arena. However the lava being only in the center of the map is very smart and i think will allow for more strategy than bullshit at the end of the day.

If successful, i'd love to see the concept expanded (islands?).
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
November 13 2013 04:00 GMT
#62
siiick city!
Celebrating Starcraft since... a long time ago.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 13 2013 07:35 GMT
#63
I'd just like to point out that I'm surprised Jungle Valley didn't get as many votes. Watching games played on that map in my opinion was very enjoyable. I can see why it could be frustrating because not allowing the super early scouts might make that map kind of a coin flip with build orders. But still, you'd see a lot more air play/harass. You'd see 3 hatch before anything. I thought I even recall there being a nexus first into gateway into 3rd nexus? (or maybe it was CC>Rax>CC) which is just interesting.

I suppose protoss all-ins being able to blink and/or warp over the walls might be a little strong as well, but overall at least in my opinion was one of the more fun maps to spectate.

Just throwing this out there, but if any map maker wants any feedback from me shoot me a PM, I'm usually more then happy to help a fellow mapper.

I'm keeping my fingers crossed that maybe Red Bull will use top 3 maps in their tournament(or just use 7 since there is a huge assortment of map variation!) The more the merrier!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
herMan
Profile Joined November 2010
Japan2056 Posts
November 13 2013 07:53 GMT
#64
I'm loving the lava part already. Please replace Alterzim in the ladder map pool with this one!
TeslasPigeon
Profile Joined March 2012
464 Posts
November 13 2013 08:07 GMT
#65
I think the lava mechanic is very cool, I just wish it wouldn't turn the map into an island but allow some long distance path to the mains. Still a very cool innovative map, I hope we see some awesome games on it at RBBG and maybe have it come to the ladder to break up the serious monotone that 1v1 exudes.
Tosster
Profile Joined August 2011
Poland299 Posts
November 13 2013 14:11 GMT
#66
Can't believe that people got hooked on that trick...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 13 2013 14:24 GMT
#67
On November 13 2013 23:11 Tosster wrote:
Can't believe that people got hooked on that trick...

People got tired of the maps boiling down to easy and hard to take 3rds and 4ths. I want to see more stuff like this, like cliffs that block flying vision or maps with tunnels. New stuff is good stuff.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
November 13 2013 14:30 GMT
#68
On November 13 2013 23:24 Plansix wrote:
Show nested quote +
On November 13 2013 23:11 Tosster wrote:
Can't believe that people got hooked on that trick...

People got tired of the maps boiling down to easy and hard to take 3rds and 4ths. I want to see more stuff like this, like cliffs that block flying vision or maps with tunnels. New stuff is good stuff.

There is a difference between stuff like lava, which is interesting but mostly useless, to map features that are simply unused. Open natural maps could really give a whole new set of builds and strategies, allowing for more low econ games which are really cool imo. The lava is something that attracted attention and thus got its votes. While concepts like the lava are interesting, I feel that should be experimented before normal map features that are unused start to be used.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 13 2013 15:43 GMT
#69
--- Nuked ---
Slydie
Profile Joined August 2013
1929 Posts
November 13 2013 18:05 GMT
#70
I think the lava will prove to be very unbalanced unfortunately.

Zerg is forced to go muta. Terran is forced to drop. Protoss has warpgates, mass recall and strong air. Rally pushes are impossible. Tvt will be even more about air control. Maybe the new timings would be interresting for a little while, but once they are figured out, I think lava will feel limiting rather than exciting.
Buff the siegetank
TeslasPigeon
Profile Joined March 2012
464 Posts
November 13 2013 19:55 GMT
#71
On November 14 2013 03:05 Slydie wrote:
I think the lava will prove to be very unbalanced unfortunately.

Zerg is forced to go muta. Terran is forced to drop. Protoss has warpgates, mass recall and strong air. Rally pushes are impossible. Tvt will be even more about air control. Maybe the new timings would be interresting for a little while, but once they are figured out, I think lava will feel limiting rather than exciting.


I think if the lava didn't turn the map into an island, but allowed a pathway(s) to the mains, people wouldn't hate it as much.

Also if you borrow your units does the lava kill them? I hope it doesn't because it would allow an interesting mechanic.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 13 2013 23:41 GMT
#72
--- Nuked ---
Waise
Profile Joined June 2013
3165 Posts
November 13 2013 23:42 GMT
#73
On November 14 2013 03:05 Slydie wrote:
I think the lava will prove to be very unbalanced unfortunately.

Zerg is forced to go muta. Terran is forced to drop. Protoss has warpgates, mass recall and strong air. Rally pushes are impossible. Tvt will be even more about air control. Maybe the new timings would be interresting for a little while, but once they are figured out, I think lava will feel limiting rather than exciting.

this is what people are talking about when they say people are too resistant to metagame change in maps. if you theorycraft away literally anything that undermines "standard" play, standard play will never change

i understand that initially things may seem like balance concerns, but it is 100% necessary to actually test a map with many real games to understand how it can play out. if it's out there for a while and everyone hates it for balance, it can always be forgotten or replaced. but not trying new things is the worst option
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 14 2013 00:22 GMT
#74
Also the lava only comes up every 5 minutes and it only stays up for like 5 seconds so it's not like it's "that" much of an impact. It'll just make more mindgames between the players because maybe they want to push out at 9:30, but instead lava comes up at 10 so maybe they'll change their builds up so it pushes out at 9:15 so they can get across the map before the lava. Or maybe it'll force the parade push to start at 10:05 and go til 14:50 instead of starting at 9:30 and going the rest of the game.

The only thing I dislike about the lava is the fact that it will kill creep tumors. Sure you can spread creep with overlords but then that puts a lot of your overlords in harms way, especially with marines/blink stalkers/phoenix/muta all being fairly popular in todays meta.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 14 2013 01:37 GMT
#75
On November 14 2013 08:41 Barrin wrote:
BTW where you say "horizontal symmetry" what you really mean is "reflection symmetry". It's not even horizontal; it's vertical. This is literally the first topic I wrote about SC2 mapmaking over 3 years ago; "Vertical Axis Reflection Symmetry" or VARS was identified as the most perfectly balanced type of symmetry (vertical > horizontal!) for reasons you can read about there (worker spawn no longer applicable, now that I think about it maybe I had something to do with that lol).

This is hardly significant, I'm just kind of a stickler about accuracy in communication and documentation, for posterity if nothing else. Considering how "fast" we're moving forward, we can't afford to move backwards any inches.

---

Speaking of communication, documentation, and posterity... Finalists Judges?

The reflection itself, however, is horizontal. While what you say is technically true, to use it in casual conversation on the subject is cumbersome, since there is some parsing of the terms involved. An equivalent would be in algebra, talking about the numbers in an equation for a parabola, when the net result is the vertex moves 2 units. The result is what people think in terms of because it's easiest. There's no backtracking, rather the opposite, we've come to understand the technicals of mapmaking, and are moving forward with practical methods derived from those technicals. Nothing wrong with that.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2013-11-14 03:52:50
November 14 2013 02:32 GMT
#76
--- Nuked ---
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2013-11-14 06:09:28
November 14 2013 06:08 GMT
#77
On November 14 2013 00:43 Barrin wrote:
This isn't even registering on my hype-meter. What gives? This is probably what the topic should switch to.

For any concerned tournament organizer, I have read the Official Rules carefully multiple times; while Red Bull / TL can now do whatever they want with these maps, the authors of the map still hold any ownership/IP/licensing rights to their maps (that are not already legitimately claimed by blizzard). Is/was that a concern?

Show nested quote +
FINALIST SELECTION:

After the Promotion Period, representatives selected by Sponsor (the “Finalist Judges”) will review the eligible entries. The Finalist Judges will judge each eligible entry based on the following criteria: (a) creativity/originality, (b) functionality/playability, and (c) aesthetics. The Finalist Judges will determine seven (7) finalists (the “Finalists”).


In the past (when Blizzard ladder was not on the table) discussion between judges and mapmakers about how to improve their maps is what kept these threads alive-ish. Keeping the thread alive is hardly a noble goal in comparison to helping mapmakers improve their maps. But... like... who even are these "Finalist Judges"? They haven't even identified themselves.

Are they even allowed to?


I'm pretty sure they were listed in the finalists post before it was edited. Dunno if the names were edited out for privacy concerns but I'll stay mum on the issue.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2013-11-14 10:57:49
November 14 2013 10:51 GMT
#78
On November 14 2013 15:08 neobowman wrote:
Show nested quote +
On November 14 2013 00:43 Barrin wrote:
This isn't even registering on my hype-meter. What gives? This is probably what the topic should switch to.

For any concerned tournament organizer, I have read the Official Rules carefully multiple times; while Red Bull / TL can now do whatever they want with these maps, the authors of the map still hold any ownership/IP/licensing rights to their maps (that are not already legitimately claimed by blizzard). Is/was that a concern?

FINALIST SELECTION:

After the Promotion Period, representatives selected by Sponsor (the “Finalist Judges”) will review the eligible entries. The Finalist Judges will judge each eligible entry based on the following criteria: (a) creativity/originality, (b) functionality/playability, and (c) aesthetics. The Finalist Judges will determine seven (7) finalists (the “Finalists”).


In the past (when Blizzard ladder was not on the table) discussion between judges and mapmakers about how to improve their maps is what kept these threads alive-ish. Keeping the thread alive is hardly a noble goal in comparison to helping mapmakers improve their maps. But... like... who even are these "Finalist Judges"? They haven't even identified themselves.

Are they even allowed to?


I'm pretty sure they were listed in the finalists post before it was edited. Dunno if the names were edited out for privacy concerns but I'll stay mum on the issue.

It wasn't edited out for privacy concerns (or at all, the information is here), the judges were Me, Monitor and Yoshi Kirishima (TL strategy rep).
Administrator~ Spirit will set you free ~
nimdil
Profile Blog Joined January 2011
Poland3752 Posts
November 14 2013 13:18 GMT
#79
I was thinking about Lava on progaming maps since I finished campaign but I figured it would be awful, unbalanceable experience for progamers. I still think that the idea is not worthy of progaming but I would be happy to be wrong
KingLeonardo
Profile Joined August 2011
12 Posts
November 14 2013 13:41 GMT
#80
Can't believe Habitation Station got second place. Gold minerals at potential third base will be a huge problem in ZvP.
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