[TLMC4] Finalists and Voting - Page 5
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Olli
Austria24417 Posts
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Meavis
Netherlands1299 Posts
On April 30 2014 22:08 Semmo wrote: Ok... I saw it this morning and really didn't have anything to say, and now I see it again... And I am just amazed how GREAT these submissions are! Well done strategy team and anyone who decided on these maps! They are truely the best that our community has got! All these maps look like they spent hours and hours on them. None of these maps are turtlemaps at all, the 4th bases are relatively hard to take too! Amazing! my sarcasm detector exploded ;_; On April 30 2014 22:12 Liquid`Snute wrote: cars'n'dogs ZT v ZT minigames this is the funniest and most accurate description of 2v2 meta I've seen yet | ||
followZeRoX
Serbia1449 Posts
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algue
France1436 Posts
2 in 1 maps are just stupid and no one likes to play them (see Waystation and Korhal Floating Island), they are just 2 players map with the problems of a 4 player map. Biome and Deadwing are uber turtlemaps Catallena looks like a work in progress... I don't see Blizzard choosing any of these maps for the next seasons map pool. How many maps were submited ? | ||
Meavis
Netherlands1299 Posts
On April 30 2014 22:57 algue wrote: The maps look rather uninspired imo. 2 in 1 maps are just stupid and no one likes to play them (see Waystation and Korhal Floating Island), they are just 2 players map with the problems of a 4 player map. Biome and Deadwing are uber turtlemaps Catallena looks like a work in progress... I don't see Blizzard choosing any of these maps for the next seasons map pool. How many maps were submited ? 120 were submitted, 25 survived the first filter, 12 the second filter, makes me wonder what those 12 were. | ||
algue
France1436 Posts
On April 30 2014 23:01 19Meavis93 wrote: 120 were submitted, 25 survived the first filter, 12 the second filter, makes me wonder what those 12 were. 120 maps !? I can't believe those five maps made it :s | ||
Ferisii
Denmark199 Posts
On April 30 2014 22:01 SC2John wrote: 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. So there's just no hope for closed off middle area maps to spice things up? Or would've it been better with a more even "air-space access" to the mains, layout? (think Korhal Carnage, Shrieking Breeze) Edit: No need to answer now. Plexa answered most of my questions. :p | ||
nkr
Sweden5451 Posts
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dezi
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Germany1536 Posts
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Tosster
Poland299 Posts
Deadwing and Kamala are my favourite though, why can't I upvote both ![]() | ||
anguished
Austria6 Posts
-> foxtrot labs: looks funky and new, especially the layout of natural and 3rd/4th bases... could be pretty hard for zerg to find a good engagement on this map tho -> catallena: looks like an okay map, doesn't bring anything exciting or new.. bases look reaaaaaally small.. pretty bad symmetry -> deadwing: 4 bases WAY too easy, better than alterzim tho... still bad for entertainment value -> biome: looks cool, but is just a crappy map | ||
Uvantak
Uruguay1381 Posts
I mean, can you imagine what would happen if a map with a backdoor reached gold or bronze league? Can you wrap your head around the outrage that would cause? To further this, many non standard layouts can perfectly be pulled off and be balanced for a good amount of time, we know this, but those layouts would need to have stuff with modified values, such as hardened rocks, triggered bridges and whatnot. One example of this could be Shrine of the Fallen, it has a backdoor and the layout is solid, but with only 2000hp and 3 armor the rocks they can be taken down just too easily, making the map volatile as a whole. Same deal with Colonial Province (Korhal Compound textures ♥). Many non standard layouts require non standard values for debris, otherwise the map becomes volatile. IeZ did exactly this with his map with the bridges (sorry can't recall the name atm ![]() The thing here is that we can't use other values that are not the default ones for rocks and such, making many many non standard layouts not viable. This TLMC is not for Red Bull, we can't expect maps such as Shrieking Breeze or Jungle Valley to get picked because we need to aim for the lowest denominator too, not just top players. So yeah, i thinks those are my thoughts on the issue, also i'm saddened because we are not going to have an awesome tournament to showcase the maps this time! :/ and for what i'm seeing (or lack) is that there doesn't seem to be a prize as well (?) For those that want to check more Info about my maps go here! + Show Spoiler [Pretty Pics ] + #2014YearofKantu (?) | ||
xuanzue
Colombia1747 Posts
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matthy
66 Posts
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dehydrogenaza
Poland122 Posts
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Faust852
Luxembourg4004 Posts
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Diamond
United States10796 Posts
"Considered" and "maybe" other prizes. T_T Best of luck to all the mapmakers, the maps look damn solid as always! | ||
algue
France1436 Posts
On April 30 2014 23:55 Uvantak wrote: I mean, can you imagine what would happen if a map with a backdoor reached gold or bronze league? Can you wrap your head around the outrage that would cause? To further this, many non standard layouts can perfectly be pulled off and be balanced for a good amount of time, we know this, but those layouts would need to have stuff with modified values, such as hardened rocks, triggered bridges and whatnot. One example of this could be Shrine of the Fallen, it has a backdoor and the layout is solid, but with only 2000hp and 3 armor the rocks they can be taken down just too easily, making the map volatile as a whole. Same deal with Colonial Province (Korhal Compound textures ♥). Many non standard layouts require non standard values for debris, otherwise the map becomes volatile. IeZ did exactly this with his map with the bridges (sorry can't recall the name atm ![]() "NO FUN ALLOWED ! You poor little bronze player wanna play on a map where the element of surprise is key because the element of surprise plays a big role in any RTS game ? TOO BAD, YOU AND YOUR OPPONENT ARE WAY TOO DUMB TO UNDERSTAND THAT THOSE ROCKS CAN BE DESTROYED. I'M NOT EVEN SURE THE IDEA OF BUILDING SOME STATIC DEFENSES COULD CROSS YOUR MIND. Here, play on this map with 4 xel naga towers and one single path to get across the map. Remember that you shouldn't drop or try sneaky stuff because it creats volatile games if your opponent hasn't built a fuck ton of turrets in his base." User was temp banned for this post. | ||
Faust852
Luxembourg4004 Posts
On May 01 2014 01:36 algue wrote: NO FUN ALLOWED ! You poor little bronze player wanna play on a map where the element of surprise is key because the element of surprise plays a big role in any RTS game ? TOO BAD, YOU AND YOUR OPPONENT ARE WAY TOO DUMB TO UNDERSTAND THAT THOSE ROCKS CAN BE DESTROYED. I'M NOT EVEN SURE THE IDEA OF BUILDING SOME STATIC DEFENSES COULD CROSS YOUR MIND. Caps lock was really necessary here. | ||
TheDougler
Canada8302 Posts
Part of me says Foxtrot, and part of me really wants to play CJ Biome because it''s so unique. This guy makes a good point though: On April 30 2014 11:30 S1eth wrote: I have a hard time imagining how those 1v1 maps are going to play out (and I'm surely not the only one). I take it that there won't be a TLMC tournament this time? So most people will decide on a whim based on looks... CJBiome. A completely flat (except for the mains) map without any chokes whatsoever? I definitely voted CJBiome based on the review before I realized the total flatness. Still, I think this pentagram style map has the potential to be a very dynamic experience and balancing a 5 person map with cross spawns only is BRILLIANT. Olli mentioned it's smaller than it looks which also should reduce turtling. | ||
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