[TLMC4] Finalists and Voting - Page 8
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Anacreor
Netherlands291 Posts
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CoraBlue
United States24 Posts
On May 01 2014 10:12 Plexa wrote: I am preparing a post giving some general comments about why maps were not selected. If after that you're not satisfied then feel free to contact me. This is the best thing you can do for those who didn't make it Plexa. Please do. We all want to improve for the next time, though I have a feeling that Triskelion had too much airspace and Sacrilege probably favored Zerg a bit due to the base count. Even so, hearing professional opinion would be invaluable to everyone. | ||
FiWiFaKi
Canada9858 Posts
Deadwing looks absolutely horrid to me, and I hope it gets dead last. But everything else: Kamala Park looks very visually appealing, and just look like a good map layout overall. It's the big map in the bunch, but you need one of those. Foxtrot, wow, smaller than it looks, only 12 bases to take. Kind of like match point from BW, and just more interesting dynamics. This definitely seems to be the map that is trying to do something new. Catallena - visually stunning, and I'm liking these circular paths and whatnot. Looks great. CJ Biome - I think it looks pretty ugly, it's not very well detailed, the corners don't like nice... eh. But I actually think the map itself has a pretty good layout, pretty hard to make something more balanced than that for a five player map, probably why we don't see it often. Kind of defeats the purpose of making a five player map and then only playing cross positions though. A three player map will give you the same number of spawning ability. So out with the 5 player maps please. | ||
Tuczniak
1561 Posts
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Quateras
Germany867 Posts
On May 01 2014 17:42 Tuczniak wrote: To me the design where you can take 4 bases and defend them all by just having army in one place and no need to move it at all is bad, leads to more boring play and less skill shown. Deadwing and Biome suffers from it. This so much. Why do so many ppl think biome is a good map? It has 1 single Entrance for 4 bases , seriously this is going to play out super boring >_> | ||
FiWiFaKi
Canada9858 Posts
On May 01 2014 17:56 Quateras wrote: This so much. Why do so many ppl think biome is a good map? It has 1 single Entrance for 4 bases , seriously this is going to play out super boring >_> You haven't looked very well if it looks like 1 entrance for 4 bases imo. Plus the third and fourth are very easy to siege, and your main isn't that safe. | ||
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EsportsJohn
United States4883 Posts
On May 01 2014 18:07 FiWiFaKi wrote: You haven't looked very well if it looks like 1 entrance for 4 bases imo. Plus the third and fourth are very easy to siege, and your main isn't that safe. Agreed. To be fair, King Sejong Station is an easy 5 bases with very little army movement but tons of droppable space. Why aren't we burning that map at the stake? Also, I don't understand why people keep thinking Kamala Park is a large map. Functionally, the map is quite small and plays out a lot like Yeonsu in terms of size. | ||
Salient
United States876 Posts
On April 30 2014 10:35 Heyoka wrote: CJ Biome looks like the coolest thing Biodome does look fun, and it has a cool name too. | ||
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The_Templar
your Country52797 Posts
On May 01 2014 21:35 SC2John wrote: Agreed. To be fair, King Sejong Station is an easy 5 bases with very little army movement but tons of droppable space. Why aren't we burning that map at the stake? Are we looking at the same maps here? You have to spread out across the entire map on Sejong Station to completely defend 5 bases. On biome you have to defend a main entrance, yes, and then you need to make sure your opponent can't lay siege from either potential fifth, but that's it. | ||
And G
Germany491 Posts
The 1v1 finalists I find mostly horrible. On two maps (Deadwing and Biome) you can park your army in one spot and defend all four bases comparably easily and on both maps there is little reward for having map control as there are no gold expansions and few strategic forward points that are really worth controlling (chokes, towers, high ground, whatever). On top of that, with forced cross spawns Biome is really not that much different from a 3 player map and has all the same problems. It might be fun (a lot of fun in fact) to play FFAs on this map, but for 1v1 it seems to accomplish absolutely nothing to have five spawning positions. Catallena looks like the typical 3 player map where one player has a choice of thirds and the other one doesn't. Apparently some people like this sort of map design but personally I hate it. It's not even something you could use in Proleague since mirror matchups are the most imbalanced. And then we have two good maps from Kantuva. I think Foxtrot Lab should have been cross only, and that it might be the greatest 2-in-1 map so far. Still, I'm a little annoyed now that the FAQ of the TLMC4 thread specifically said "Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.)" while apparently golds blocking paths isn't gimmicky at all. Kamala Park looks okay but very chokey. Basically, for the 1v1 maps I feel that you have to vote for Foxtrot Labs, except if you don't like minerals blocking paths, in which case you'd have to vote for Kamala Park instead. I really can't imagine any of the other maps lasting more than a season on ladder before everyone gets sick of it. Still, I don't expect any of those maps to "push the meta" or anything of that sort... | ||
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EsportsJohn
United States4883 Posts
On May 01 2014 21:49 The_Templar wrote: Are we looking at the same maps here? You have to spread out across the entire map on Sejong Station to completely defend 5 bases. On biome you have to defend a main entrance, yes, and then you need to make sure your opponent can't lay siege from either potential fifth, but that's it. ![]() Versus ![]() There's a lot less horizontal movement on biome, but that is compensated by a lot of vertical movement, especially since the 5th and main are really far away from each other. Conceptually, the maps are identical, although they implement those concepts a little bit differently. | ||
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The_Templar
your Country52797 Posts
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xuanzue
Colombia1747 Posts
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EsportsJohn
United States4883 Posts
On May 01 2014 22:14 The_Templar wrote: Those vulnerabilities marked with red lines are much further apart from each other and the main army movement on Sejong station. Did you miss the paragraph underneath? I said that while Biome has very little lateral movement, it makes up for it by forcing tons of vertical movement. The ability to drop between the (main and 3rd) and the (natural, 4th, and 5th) as well as the general distances between the 4th and main and the 5th and main allow intelligent drops and air play to completely pick apart that space. The concepts on Sejong are fairly similar: Pressure up the ridge on the side and drops on the other side are difficult to deal with because of the distance between the main and 4th. The ability to jump between the (main, natural, and 5th) as well as the (3rd and 4th) with drops and air play allow for strong drops and air play to completely dominate the matchup. | ||
Lorch
Germany3671 Posts
On May 01 2014 12:56 Die4Ever wrote: Hmm are 2 in 1 maps good? The idea seems to be getting popular. I guess it nerfs the loser's map pick in tournaments that use that format. It also affects Proleague because you plan to go out on a map, but don't know which of the 2 in 1 it will be. Proleague is not obliged to pick up any map, regardless of whether it's used in WCS. Plus they actually invented 2 in 1 maps with Korhal Floating Island (atleast in competitive play) which everyone seems to have forgotten as Blizzard is getting plenty of false praise for inventing that concept. It sucks really hard for Progamers as its hard to pick/ban the map as one possible spawning location may be favored for your race while the other may be really bad for it. For viewers, it's obviously more exciting as 7 maps suddenly turn into 8ish maps, thus the map pool feels less repetitive. Personally, I feel like you have to make way to many compromises in map design so either both possibilities will be mediocre or one will be shit while the other plays out nicely. | ||
TheFish7
United States2824 Posts
On May 01 2014 10:12 Plexa wrote: I am preparing a post giving some general comments about why maps were not selected. If after that you're not satisfied then feel free to contact me. Please don't neglect the team maps ![]() | ||
imre
France9263 Posts
On May 01 2014 21:35 SC2John wrote: Agreed. To be fair, King Sejong Station is an easy 5 bases with very little army movement but tons of droppable space. Why aren't we burning that map at the stake? Also, I don't understand why people keep thinking Kamala Park is a large map. Functionally, the map is quite small and plays out a lot like Yeonsu in terms of size. the fact you're calling KSS an easy 5b map makes me cry and wonder about the "expert" panel... you just need to kill the nat rocks and you've got a ton of space to cover even with 4bases... | ||
joshie0808
Canada1023 Posts
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Olli
Austria24417 Posts
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Zygno
Austria276 Posts
Voted for catallena, because I feel the layout of the map is the best out of the these maps. Kamala park also looks very good, but in the end the octopus made the difference. ![]() | ||
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