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[TLMC4] Finalists and Voting - Page 4
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nimdil
Poland3747 Posts
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Lorch
Germany3666 Posts
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friedchicken
United States143 Posts
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Ferisii
Denmark199 Posts
This needs fixing too. Only 1 player slot is open on Korhal Carnage. <.<; | ||
Editor_In_Chimp
Australia36 Posts
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iHirO
United Kingdom1381 Posts
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Meerel
Germany713 Posts
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-NegativeZero-
United States2141 Posts
On April 30 2014 20:09 Meerel wrote: get this biome map out of here, 1 attack path is the worst thing you can do as a mapmaker. unbelievable what's scary is that based on people's comments it might actually be winning the vote... | ||
figq
12519 Posts
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Eatme
Switzerland3919 Posts
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Olli
Austria24417 Posts
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y0su
Finland7871 Posts
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Pandemona
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Charlie Sheens House51449 Posts
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Meavis
Netherlands1298 Posts
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Ferisii
Denmark199 Posts
On April 30 2014 21:51 19Meavis93 wrote: Isn't sacred path allready in "premier competition", or is shoutcraft to small to count? Asked Plexa about this a long time ago and it's fine. Plexa wrote: 'Premier' competition is basically WCS/PL/DH/IEM and whatnot. Clan wars probably falls under major tournament so I'm happy to consider those maps. Thought about sending in my ![]() | ||
FoShao
United States256 Posts
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EsportsJohn
United States4883 Posts
On April 30 2014 16:16 Ragoo wrote: Excluding Foxtrot these maps are all bland/turtly as fuck. Honestly easy 4-5 bases is not what I like to see in SC2. From my point of view just about the worst finalists that could be picked (for comparison maps I liked best). Imo big mistake to let only TL strategy members pick maps and not have a balanced board of judges. Hell I mean when I judged the guy from TL strategy (monk) at least was very open to new interesting maps and not just too the turtly bland shit that makes everyone macro peacefully that was carefully chosen here. Also no offense to NemRaC (I think you're relatively new) but if you think Biome looks good think again. In every area there is basically only 2 textures being used which greatly limits how well you can texture it. Also the texture work isn't even particularly good, the doodads are almost non-existant and the way textures come together in the middle..... I agree with Whitewing, 3 out of the 5 maps are fairly aggressive, I don't understand why you believe all the maps are turtly. Monk helped us judge these maps and specifically ruled out Arcadia, Colonial Province, and Hunting Grounds with us. The other maps on your list either made securing a third base (or fourth base for Zerg) nearly impossible, with the exception of Purifier, which is a great map but a little TOO choky (and thus impossible for Zerg). Again, our goal was to pick maps with new and interesting concepts without sacrificing playability and releasing a completely broken map for judging. We believe that these maps provide very interesting and fascinating angles for strategy while still holding true enough to the principles of mapmaking and preventing any kind of unplayable scenarios. On April 30 2014 20:09 Meerel wrote: get this biome map out of here, 1 attack path is the worst thing you can do as a mapmaker. unbelievable The middle area is actually quite open and the circular center allows for a surprising amount of movement in the late game. We DID test this against SH to see if turtly SH play would be too powerful, and we found out that there is still plenty of room to abuse the mobility of the SH in the middle as well as tons of drop space. I highly encourage everyone to take a look at the maps and test them out themselves on BNet. On April 30 2014 21:55 Ferisii wrote: Asked Plexa about this a long time and it's fine. Thought about sending in my ![]() Quick shoutout to New Pompeii: You can never ever ever make a map work with two ramps into the main. It's just not a possibility as it completely breaks the matchups. However, I really like the idea of a circular map with destructible rocks that opens into a larger middle area. Cactus Valley was similar in concept and almost got selected for playtesting in the TLMC. Unfortunately, we believe it's a little too difficult to make these concepts work in game without some kind of rotational imbalance or incredibly boring game. | ||
IeZaeL
Italy991 Posts
Btw everything looks bad ( should i say totally crap ? ) except Ktv maps , even if they have some gameplay issues they look very good ![]() uh the 5p map is totally retarded , only 1 path per player ? Are you kidding me ? | ||
Semmo
Korea (South)627 Posts
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Liquid`Snute
Norway839 Posts
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