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TeamLiquid Map Contest 4 - Page 11

Forum Index > SC2 General
311 CommentsPost a Reply
Prev 1 9 10 11 12 13 16 Next All
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-04-12 02:43:14
April 12 2014 02:29 GMT
#201
On April 12 2014 08:29 iamcaustic wrote:
Show nested quote +
On April 12 2014 05:46 LaLuSh wrote:
Feedback for IeZael

+ Show Spoiler +
[image loading]


This would make a great BW map. I think it could make a good SC2 map too if the edges of the 9 and 3 o clock bases would be low ground pathable terrain that opened up a route to the expansions. Looks too easy for a race to cut another race off in the middle atm.

I think this should be a 2 spawning position map if there is a way to make the low ground pathable.

I can't even imagine all the amazing siege, reaper, and colossus shenanigans one could get up to if IeZaeL were to implement that feedback.


I think it could be doable if the low ground was entirely surrounded by double elevation cliffs. But the current approach seems set up for reapers and such. So it wouldn't fit.

Doubt anybody would want to get their army stuck on that low ground if cliff walking was out of the picture. Shame SC2 doesn't have a stronger high ground advantage too.

My take on the map was that access to the expansions at the corners of the map needed to be opened up somehow. Feels liek the player that is behind is going to be choked down on 3 bases otherwise and squeezed in that quarter of the map without much prospect of breaking out or ever reaching other expansions on the map. That works in BW but not usually in SC2.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 05:25 GMT
#202
On April 12 2014 11:29 LaLuSh wrote:
My take on the map was that access to the expansions at the corners of the map needed to be opened up somehow. Feels liek the player that is behind is going to be choked down on 3 bases otherwise and squeezed in that quarter of the map without much prospect of breaking out or ever reaching other expansions on the map. That works in BW but not usually in SC2.

I'm curious why you feel it doesn't work in SC2. My personal opinion is that people have gotten too comfortable always holding a capped economy.
Twitter: @iamcaustic
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-04-12 12:16:55
April 12 2014 12:01 GMT
#203
I don't think level of comfort or what you or I think matters much.

Reason I think that there needs to be an alternative path is because I haven't seen many succesful SC2 maps with a lack of open attack/counterattack paths in the centre. The player that lacks control of the middle is going to be completely cut off from the empty mains unless they employ super passive play and slowly crawl fowards (swarm hosts).

Those green areas are the only areas you need oversight of to be 100% aware of any counterattack movements.

[image loading]

I made this other graphic for a different thread I'm writing on that shows how space tends to be used on a typical 4 player map in SC2.

[image loading]


4 player maps follow this formula regardless of whether you starve the players and provide them with only 3 easily accessible bases on their quarter of the map (fighting spirit), or if you do it like what is currently in fashion: cram 5 bases in a small area.

The difference is the community always spews hate on the starved 3-base 4 player maps. They produce predictable play. Always 2 or 3 base all-ins, nothing else.

So mapmakers default to the other option: "I'm going to cram loads of bases in a small area cuz players aren't going to use the space on the map even if try to force them by starving them of easily accessible bases. Plus my map will actually have a chance of getting picked/used this way".

It's possible my suggestion isn't even feasible for Iezael's map. But the above is my reasoning for why I even thought of suggesting it. To encourage/force more space on the map to be used, and not to make the middle area super restricted. What current 4 player maps at least have going for them is that their middle areas aren't cramped like it is on the iron curtain map.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-04-13 16:19:43
April 12 2014 14:08 GMT
#204
These are probably going to be my entries (click for details) :
Void of Humanity :
[image loading]
and Jungle Station :
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
April 12 2014 14:33 GMT
#205
I like Void of Humanity a lot. Jungle Station seems messy.
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 12 2014 18:15 GMT
#206
@Lalush, you should make maps.

I agree with you. Also consider that all those rocks can be destroyed though, leaving a ton of space to maneuver.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2475 Posts
April 12 2014 18:39 GMT
#207
I've already posted my KCKO map already but this is my actual full submission post. KCKO if it's okay (Plexa, let me know) can be submitted as a 1v1 map, but could also be submitted as a team (2v2) or even a FFA map. I've also created a new 4 player map named Into The Wilds that is pretty unique in it's own sense as well. (If I get more time I might work on the aesthetics of ITW a little more because I'm not completely 100% happy with it, but going to be pretty busy this next week so not sure if I'll have time to work on it) Lastly, I'll be submitting my 4v4 map that I submitted waaay back in TLMC 2 iirc. I made a couple tweaks to it but didn't change much else. KCKO and ITW are both published on NA/EU/KR and they are all unlocked so feel free to open them up if you'd like.

Good luck to everybody! Looking forward to seeing some of the other submissions!


Korhal Carnage Knockout
1v1, 2v2, FFA

[image loading]


Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]



Into The Wilds
1v1

[image loading]

Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]



Koprulu Clash
4v4

[image loading]

Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
April 12 2014 18:58 GMT
#208
Into The Wilds looks pretty good.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 18:59 GMT
#209
On April 12 2014 21:01 LaLuSh wrote:
I don't think level of comfort or what you or I think matters much.

Reason I think that there needs to be an alternative path is because I haven't seen many succesful SC2 maps with a lack of open attack/counterattack paths in the centre. The player that lacks control of the middle is going to be completely cut off from the empty mains unless they employ super passive play and slowly crawl fowards (swarm hosts).

Those green areas are the only areas you need oversight of to be 100% aware of any counterattack movements.

+ Show Spoiler +
[image loading]

I feel like destroying the rocks and air options would provide some alternative. I do agree that the map could potentially result in split-map games, though. I'm also not convinced that it's the end of the world if a player gets "trapped" on 4 base; that's already more bases than a standard 3 base maximum economy, so you can keep a max economy going for a decent while. As for getting trapped in the first place, I think it's a player mistake in failing to establish map control. Am I wrong in assuming that should be a strategic priority for players to get ahead of (or at least keep on par with) their opponent on this map?

On April 12 2014 21:01 LaLuSh wrote:
I made this other graphic for a different thread I'm writing on that shows how space tends to be used on a typical 4 player map in SC2.

+ Show Spoiler +
[image loading]


4 player maps follow this formula regardless of whether you starve the players and provide them with only 3 easily accessible bases on their quarter of the map (fighting spirit), or if you do it like what is currently in fashion: cram 5 bases in a small area.

#YOLO. One of the things that always drives me nuts about 4p map design is how you have those vast areas that get unused, because you don't need 'em. We need more of this IMO (not the map in particular, but the idea that a macro game spans the whole map):


Twitter: @iamcaustic
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 12 2014 19:21 GMT
#210
Am i wrong or on Into The Wilds some mineral placement are wrong ?
Author of Coda and Eastwatch.
And G
Profile Joined May 2012
Germany491 Posts
April 12 2014 19:38 GMT
#211
On April 13 2014 03:59 iamcaustic wrote:One of the things that always drives me nuts about 4p map design is how you have those vast areas that get unused, because you don't need 'em. We need more of this IMO

I completely agree with this, and I think the main design "features" that lead to this are a centre through which basically every major attack goes, and 3 or more bases per player that clearly belong to that player and can safely be taken regardless of where the opponent spawns. It's super noticeable on Frost where you have four bases in each quadrant, and even if you expand to an unused main, your opponent will still attack that expansion by going through the centre. I think 12 bases is a good number for an axially symmetric four player map if four of those bases are located at the edge of the map between spawning positions so neither player can take them when spawning adjacent, and so your position gets stretched laterally when spawning cross. This gives you four to five bases per player that can reasonably be taken and held, and two to four bases that may be contested between players in the lategame.
not a community mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
April 12 2014 19:41 GMT
#212
On April 13 2014 04:21 IeZaeL wrote:
Am i wrong or on Into The Wilds some mineral placement are wrong ?

Which ones? I don't see anything personally.
ModeratorI am still alive, somehow
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
April 12 2014 19:42 GMT
#213
On April 13 2014 04:41 The_Templar wrote:
Show nested quote +
On April 13 2014 04:21 IeZaeL wrote:
Am i wrong or on Into The Wilds some mineral placement are wrong ?

Which ones? I don't see anything personally.

12 and 6 o'clock?
not a community mapmaker
SidianTheBard
Profile Joined October 2010
United States2475 Posts
April 12 2014 19:46 GMT
#214
On April 13 2014 04:21 IeZaeL wrote:
Am i wrong or on Into The Wilds some mineral placement are wrong ?


Ehh, they are both correct but one mineral patch is pretty far back. I suppose I could move it forward 1 or 2 notches to make it look a little nicer.
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.
MarcusRife
Profile Joined March 2011
343 Posts
April 12 2014 19:58 GMT
#215
On April 12 2014 05:46 LaLuSh wrote:
Feedback for IeZael

+ Show Spoiler +
[image loading]


This would make a great BW map. I think it could make a good SC2 map too if the edges of the 9 and 3 o clock bases would be low ground pathable terrain that opened up a route to the expansions. Looks too easy for a race to cut another race off in the middle atm.

I think this should be a 2 spawning position map if there is a way to make the low ground pathable.



I get the impression you don't know this is a 2v2 map. See Shoutcraft Clan Wars for example games.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 20:02 GMT
#216
On April 13 2014 04:58 MarcusRife wrote:
Show nested quote +
On April 12 2014 05:46 LaLuSh wrote:
Feedback for IeZael

+ Show Spoiler +
[image loading]


This would make a great BW map. I think it could make a good SC2 map too if the edges of the 9 and 3 o clock bases would be low ground pathable terrain that opened up a route to the expansions. Looks too easy for a race to cut another race off in the middle atm.

I think this should be a 2 spawning position map if there is a way to make the low ground pathable.



I get the impression you don't know this is a 2v2 map. See Shoutcraft Clan Wars for example games.

I believe IeZaeL was also looking to see if he could submit it as a 1v1 map, in which case the feedback would be addressed to that end.
Twitter: @iamcaustic
SidianTheBard
Profile Joined October 2010
United States2475 Posts
April 12 2014 20:20 GMT
#217
[image loading]

Here we go, all better now!
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.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 20:32 GMT
#218
Just finished sending my two 1v1 submissions. Click on the map overviews to go to their respective TL map threads.

[image loading]

[image loading]



[image loading]

[image loading]
Twitter: @iamcaustic
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 12 2014 23:54 GMT
#219
this is Lava Oasis 2v2 map i hope is pleasing to the eyes of the master of mapmaking.[url=http://imgur.com/u5kqLAw][img]http://i.imgur.com/j2lqdZI.jpg[/url][/img]

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Namrufus
Profile Blog Joined August 2011
United States396 Posts
April 13 2014 02:59 GMT
#220
What I probably will be submitting:

(2v2) Southbound Voyager
[image loading]
map thread


(2v2) Tyrador Battlements
[image loading]
Symmetric remake of Tyrador Keep. old post about map


(4) Arcadia
[image loading]
Based on the Brood War map Arcadia by skb9728_CyGnus.
This is it... the alpaca lips.
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