Red Bull TLMC Results - Page 5
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Kyir
United States1047 Posts
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moskonia
Israel1448 Posts
On November 14 2013 22:41 KingLeonardo wrote: Can't believe Habitation Station got second place. Gold minerals at potential third base will be a huge problem in ZvP. Why? | ||
Randomaccount#77123
United States5003 Posts
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neobowman
Canada3324 Posts
On November 14 2013 23:58 Barrin wrote: I coulda sworn I looked everywhere :o Apparently there are two finalist threads. It's funny that I didn't realize this because I was posting in both of them >.< Here's the other one (no judge names in OP). Playin' tricks on me ^^ --- So I quickly judged all the map overviews that were shown publicly. Thoroughly unimpressed, I shall redirect my criticism back to the maps/mapmakers (and go back to making my own damn maps, of course). If this was a flop, it was the mapmaking community's fault and certainly not the judges'/system's/etc. (that's not to say they couldn't use more outside feedback). With 6/7 of the same finalists I would have chosen, I feel the judges did a fine job. I wouldn't even worry that much about giving feedback on the losing maps; a lot of the [fatal] mistakes are fairly elementary and most of these people should know better by now. If(when?) I get around to it I'd probably make quick work of highlighting the errors. White Storm I would place above SB and maybe even JV. With how each player will, in the mid/late game, want to position their army on the high ground -- and how the high grounds are pretty close to each other combined with a slow reinforcement time if the rocks are down -- games might get pretty "unstable" with eventual lack of defender's reinforcement advantage (actually, only if the attacking player doesn't block his rocks). I do like the aggressive opportunities of the middle bases, but in the very late game, when the rocks are down and most bases are filled it might even get a little circle-syndromey (also "unstable"). If it weren't for that, I might even place it above Graveside and Synapse. Hell, maybe I would anyway. Any of the judges want to highlight any problems with White Storm (own opinion and/or opinion that was brought up in discussion)? Perhaps it was for fear of neobowman winning two prizes? I doubt it was that tbh. I nominate White Storm for unofficial honorable mention ![]() YESYESYESYES. I actually liked White Storm a great deal more than Blitzkrieg. I principally just liked the way it plays if one player takes an aggressive third and the other takes the more defensive third. This leads to a big positional see-saw where the defensive player should be able to hold the high ground but the aggressive player could gain access to an easy fourth base. The tight chokes are in support of this so that even though its very chokey and difficult to attack, the short distances between bases would have both armies engaged in positional warfare, with the ever present possibility of a counterattack into your nat from a different direction (moreso against the defensive player) The only easily fixable problem I found in White Storm after submitting was that blink stalkers can get vision of the main from the outside and potentially blink in. Not too big of an issue, but something I would've liked to fix before submitting. | ||
Randomaccount#77123
United States5003 Posts
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moskonia
Israel1448 Posts
On November 15 2013 05:21 Barrin wrote: a "no" vote + no comment = jelly xD Atually, as far as I'm concerned the "results" aren't over until we see NPR in the Red Bull Battle Grounds. That could've been hyped a little more :X Those pros are gonna have a real chance and reason to practice first. NPR is gonna have a real chance to "make it" there. For some reason I doubt this map will be played in any major tournament besides Redbull, although I would love to be wrong. | ||
SidianTheBard
United States2474 Posts
On November 14 2013 22:41 KingLeonardo wrote: Can't believe Habitation Station got second place. Gold minerals at potential third base will be a huge problem in ZvP. I believe it was only so bad on Metalopolis because of where the gold base was located. Right in the middle with a ton of surface area so zerg was able to get great surrounds / runbys / counter attacks if you were trying to punish that base. With Habitation Station, it's tucked away, a lot more choked off (just a double wide ramp into the base so 2 force fields will cut it off completely) where as it'll probably be a lot more tempting to take the regular mineral 3rd because it's more open and you're expanding away from your opponent. I could see just doing a warp prism drop on that gold base with 2 sentires & 2 zealots. Dropping in, forcefielding the ramp, warp in 4 more zealots and that base is pretty much dead. Not even gonna mention how blink stalkers would probably wreck that gold base (watchtower gives you a bit of vision as well so you can blink up without needed an obs) as well as pretty much anything else protoss. (Collosus, Templar, any type of air play) I believe it's a very risky base to take considering how "safe" it actually looks. Then again, it's gold and feels safe due to the small ramp. Risk vs Reward yo. I'd love to hear some more of your feedback on why you believe it would be so terrible. Please post again here or send me a PM. | ||
KingLeonardo
12 Posts
On November 15 2013 07:36 SidianTheBard wrote: I believe it was only so bad on Metalopolis because of where the gold base was located. Right in the middle with a ton of surface area so zerg was able to get great surrounds / runbys / counter attacks if you were trying to punish that base. With Habitation Station, it's tucked away, a lot more choked off (just a double wide ramp into the base so 2 force fields will cut it off completely) where as it'll probably be a lot more tempting to take the regular mineral 3rd because it's more open and you're expanding away from your opponent. I could see just doing a warp prism drop on that gold base with 2 sentires & 2 zealots. Dropping in, forcefielding the ramp, warp in 4 more zealots and that base is pretty much dead. Not even gonna mention how blink stalkers would probably wreck that gold base (watchtower gives you a bit of vision as well so you can blink up without needed an obs) as well as pretty much anything else protoss. (Collosus, Templar, any type of air play) I believe it's a very risky base to take considering how "safe" it actually looks. Then again, it's gold and feels safe due to the small ramp. Risk vs Reward yo. I'd love to hear some more of your feedback on why you believe it would be so terrible. Please post again here or send me a PM. I don't think the map itself is terrible. I like the layout, it's fresh. I just dislike the idea of gold bases. The problem stems from the fact that a gold base has more value for zerg/terran than for protoss. So a protoss player has to shut down this base, and he has to do it fast. We all know that protoss can't expect to shut it down if there is no commitment to it. So tech will be delayed which, against zerg, leads to all-in-ish situations. Now there are two possibilities. Either it is theoretically possible for the zerg to hold this all in and win the game. Or he isn't and will lose the game. The fact that this gold base is easily scouted leads to the situation wherein this gold base will always or never be taken based on the theoretical feasibility of shutting down the gold base of the zerg. All just because a protoss player will not benefit enough of taking the gold base himself (due to properties of the protoss race). I could be wrong, but it's how I see it. | ||
Qikz
United Kingdom12022 Posts
Nexus cost minerals, gateways cost minerals and more importantly your most made unit in the entire world, zealots cost 100 minerals each. | ||
KingLeonardo
12 Posts
On November 15 2013 20:59 Qikz wrote: How on earth is a gold base more valuable for a terran and zerg than it is a toss? Nexus cost minerals, gateways cost minerals and more importantly your most made unit in the entire world, zealots cost 100 minerals each. Terran players can drop all of their mules on the gold minerals, so mule efficiency is increased while it is balanced based on normal mineral patches. In ZvP it is not so much the issue that a gold base is way more valuable for zerg than protoss, but rather the fact that zerg takes it way quicker. In the time window between zerg's third on gold and protoss' third on gold, the mineral yield difference will be twice as high on this map as a normal one. So the ability to punish the gold base of the protoss is increased, which could be a problem. | ||
Meavis
Netherlands1300 Posts
On November 15 2013 21:54 KingLeonardo wrote: Terran players can drop all of their mules on the gold minerals, so mule efficiency is increased while it is balanced based on normal mineral patches. this is not true, this has been patched ages ago, mules mine just as much from gold minerals as they do from normal minerals. | ||
KingLeonardo
12 Posts
On November 15 2013 22:03 19Meavis93 wrote: this is not true, this has been patched ages ago, mules mine just as much from gold minerals as they do from normal minerals. Oh yes you're right, forgot about that. Still, terran has a way better mineral dump (marine). | ||
Drake
Germany6146 Posts
On November 12 2013 20:58 Enema wrote: I can only agree... without the lava mechanics New Polaris would hardly place top 4 without 2 legs, messi could hardly be the best football player ... you see how absurd your point is ? | ||
SidianTheBard
United States2474 Posts
On November 15 2013 20:51 KingLeonardo wrote: I don't think the map itself is terrible. I like the layout, it's fresh. I just dislike the idea of gold bases. The problem stems from the fact that a gold base has more value for zerg/terran than for protoss. So a protoss player has to shut down this base, and he has to do it fast. We all know that protoss can't expect to shut it down if there is no commitment to it. So tech will be delayed which, against zerg, leads to all-in-ish situations. Now there are two possibilities. Either it is theoretically possible for the zerg to hold this all in and win the game. Or he isn't and will lose the game. The fact that this gold base is easily scouted leads to the situation wherein this gold base will always or never be taken based on the theoretical feasibility of shutting down the gold base of the zerg. All just because a protoss player will not benefit enough of taking the gold base himself (due to properties of the protoss race). I could be wrong, but it's how I see it. Nah, this is legitimate feedback. I appreciate it. I'm hoping that with the placement of the gold base and how tight/choked off of an area it is that zergs will shy away from it. Honestly I see zergs only taking the gold as a last ditch 5th or 6th base just because of the positioning of it and having to expand closer to your opponent. I do also think that as I stated in my earlier post, was that with only having a 2 wide ramp being the only ground entrance into that gold base, I think protoss should be able to punish that a lot easier. Is a warp prism drop with 2 sentries + 2 zealots, then warping in 4 more zealots that big of a commitment? That base is extremely vulnerable by air/drops so it's doubtful the zerg will scout it in time to get a bunch of units in there before you can drop your 2 sentries and double forcefield it off. Either way, there didn't seem to be any problems of it during the TLMC tournament and if it gets picked up by any other tournament and there is a problem with that base being gold I can easily tweak it up and change it to a blue base or dustin browder it up and put rocks there. | ||
TheFish7
United States2824 Posts
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nakam
Sweden245 Posts
On November 12 2013 20:15 Plexa wrote: ...the map brings back the same height natural-main which has been absent since Tal'Darim Altar. This is actually one of the reasons I voted for this map. Also, didn't Bel'shir Beach come after Tal'Darim Altar? | ||
Gfire
United States1699 Posts
On November 17 2013 21:38 nakam wrote: This is actually one of the reasons I voted for this map. Also, didn't Bel'shir Beach come after Tal'Darim Altar? Yeah but TDA was still in the pools way past BSB. Unfortunately. | ||
Doominator10
United States515 Posts
EDIT: found some :D http://www.twitch.tv/basetradetv/b/475908786 | ||
steventcyh
China70 Posts
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Gfire
United States1699 Posts
On November 24 2013 04:11 steventcyh wrote: Will it be a problem that the New Polaris Rhapsody is adapted from BW map Polaris Rhapsody? The copyright? I thought it might have been a problem with the rules for the contest considering it said original work only, so I personally chose not to enter any of my BW remakes. Apparently that wasn't a problem though since they let it through. Using a BW remake in a tournament though... It's never been a problem before afaik, but it might be possible. IIRC all map design rights in Korea have to be given to the creator of the map due to some laws there, so I would assume it would be the property of Kespa or the original map maker. Kespa could make some fuss about it. Legalities aside, I think we should do a better job crediting the original map creators, kespa and whoever else was involved in the creation of the original BW maps when we do remakes/ports. IDK if a kespa map design has been used in a non-kespa tournament since kespa switched to SC2. Some had been earlier but it's possible they wouldn't have really cared or payed attention then but could still make a fuss now. Crossfire is an interesting example as well, being a blizzard-made map based on a kespa design. | ||
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