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[TLMC4] Finalists and Voting - Page 8

Forum Index > SC2 General
193 CommentsPost a Reply
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Anacreor
Profile Joined February 2013
Netherlands291 Posts
May 01 2014 07:00 GMT
#141
Really awesome maps guys. I'm sure that one of these will be used in WCS S3!
"Peter the Acretree chops some wood"
CoraBlue
Profile Joined April 2014
United States24 Posts
May 01 2014 07:54 GMT
#142
On May 01 2014 10:12 Plexa wrote:
Show nested quote +
On May 01 2014 10:03 The_Templar wrote:
On May 01 2014 09:29 Whitewing wrote:
On May 01 2014 08:27 SC2John wrote:
On May 01 2014 08:13 Big J wrote:
On May 01 2014 04:38 Corazon wrote:
For those complaining about lack of variety in the maps:

1. Maps with 2 ramps into the main don't really work unless there is a good use of rocks.
2. Maps without a standard ramp don't work at all (PvP)

We received a variety of new and interesting ideas, but most of them were way too out there in order to make it to the playtesting process.


What are you talking about with PvP. It's always gping to be balanced. It's pretty shitty that you keep on making up excuses for PvP, meanwhile I have never heard anyone consider that you need a choke coverable by 3.5 large buildings without planting a creeptumor first to not have shitty ZvZ mass zergling gameplay.


Without the ability to hold a main ramp with forcefield, it's practically impossible to hold a lot of PvP all-ins. There has been extensive testing on this in previous map contests, and we've come to the conclusion pretty unanimously that it's just not possible to play PvP with a large ramp.

Also, we do also spend a lot of time thinking about the distances between main and natural, the size of the main ramp, the size of the natural ramp, the distance of the main ramp to the hatchery, and the distance of natural ramp from the hatchery into account when playing these maps. It just so happens that 90% of the time, these problems happen to coincide with Protoss problems as well. Daedalus Point was a failed map not only for Zerg versus Protoss and Terran, but also for ZvZ, where it was near impossible to get past the ling/bling phase safely because you couldn't wall (and also, your spine crawler didn't quite cover your mineral line AND ramp, which was a pain in the ass).

Trust me, we've talked about Zerg as well, TL Strategy isn't actually as biased as some people might think.


A number of maps were shut down because they were impossible for zerg to play on. We're trying to produce maps that are reasonably balanced while allowing for interesting play and newer designs. Deadwing is here because it's a good replacement for a big macro map: it's certainly better than alterzim. The other four maps are all different than what we've had on ladder, but seem reasonably balanced. If it makes you feel any better, Catallena is probably bad for protoss, but we thought it was interesting enough that it was worth making it to this round.

First of all, Alterzim is definitely better than Deadwing. Second of all, Deadwing has really no difference in defending 3 bases vs 4, whereas all good macro maps (not boring ones) do. There are also a lot of really beginner-level straight lines and tiny, tiny chokes that don't fit very well in the map.

Also, I'd like to know how my maps did. Can you or someone else PM me about it? (I'm assuming you were part of the judging process based on your post)
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
Profile Blog Joined February 2009
Canada9859 Posts
May 01 2014 08:38 GMT
#143
Wow, I started not liking the maps just by looking at the comments, but they're actually good!

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.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
Tuczniak
Profile Joined September 2010
1561 Posts
May 01 2014 08:42 GMT
#144
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.
Quateras
Profile Joined August 2012
Germany867 Posts
May 01 2014 08:56 GMT
#145
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 >_>
"If you don't know where you are going, you can never get lost."
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
May 01 2014 09:07 GMT
#146
On May 01 2014 17:56 Quateras wrote:
Show nested quote +
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 >_>


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.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-05-01 12:38:01
May 01 2014 12:35 GMT
#147
On May 01 2014 18:07 FiWiFaKi wrote:
Show nested quote +
On May 01 2014 17:56 Quateras wrote:
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 >_>


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.
StrategyAllyssa Grey <3<3
Salient
Profile Joined August 2011
United States876 Posts
May 01 2014 12:49 GMT
#148
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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 01 2014 12:49 GMT
#149
On May 01 2014 21:35 SC2John wrote:
Show nested quote +
On May 01 2014 18:07 FiWiFaKi wrote:
On May 01 2014 17:56 Quateras wrote:
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 >_>


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?

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.
Moderatorshe/her
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
May 01 2014 12:50 GMT
#150
The team play finalists pretty much all look great. I voted for Lava Storm because the idea of a longitudinally split map is something that I find inherently very interesting, and it seems to be excellently done there.

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...
not a community mapmaker
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 01 2014 13:07 GMT
#151
On May 01 2014 21:49 The_Templar wrote:
Show nested quote +
On May 01 2014 21:35 SC2John wrote:
On May 01 2014 18:07 FiWiFaKi wrote:
On May 01 2014 17:56 Quateras wrote:
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 >_>


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?

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.


&#91;image loading&#93;

Versus

[image loading]

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.
StrategyAllyssa Grey <3<3
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 01 2014 13:14 GMT
#152
Those vulnerabilities marked with red lines are much further apart from each other and the main army movement on Sejong station.
Moderatorshe/her
TL+ Member
xuanzue
Profile Joined October 2010
Colombia1747 Posts
May 01 2014 13:18 GMT
#153
the best way to test those maps is with games between stephano and goody or reality.
Dominions 4: "Thrones of Ascension".
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 01 2014 13:25 GMT
#154
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.
StrategyAllyssa Grey <3<3
Lorch
Profile Joined June 2011
Germany3684 Posts
May 01 2014 13:48 GMT
#155
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
Profile Blog Joined February 2012
United States2824 Posts
May 01 2014 13:59 GMT
#156
If Biome wins could we get someone to retexture it? There are a lot of good maps with good layouts and bad aesthetics and a lot of aesthetically good maps with bad layouts. I mean this is why you have both an Architect and an Engineer work on a building...

On May 01 2014 10:12 Plexa wrote:
Show nested quote +
On May 01 2014 10:03 The_Templar wrote:
On May 01 2014 09:29 Whitewing wrote:
On May 01 2014 08:27 SC2John wrote:
On May 01 2014 08:13 Big J wrote:
On May 01 2014 04:38 Corazon wrote:
For those complaining about lack of variety in the maps:

1. Maps with 2 ramps into the main don't really work unless there is a good use of rocks.
2. Maps without a standard ramp don't work at all (PvP)

We received a variety of new and interesting ideas, but most of them were way too out there in order to make it to the playtesting process.


What are you talking about with PvP. It's always gping to be balanced. It's pretty shitty that you keep on making up excuses for PvP, meanwhile I have never heard anyone consider that you need a choke coverable by 3.5 large buildings without planting a creeptumor first to not have shitty ZvZ mass zergling gameplay.


Without the ability to hold a main ramp with forcefield, it's practically impossible to hold a lot of PvP all-ins. There has been extensive testing on this in previous map contests, and we've come to the conclusion pretty unanimously that it's just not possible to play PvP with a large ramp.

Also, we do also spend a lot of time thinking about the distances between main and natural, the size of the main ramp, the size of the natural ramp, the distance of the main ramp to the hatchery, and the distance of natural ramp from the hatchery into account when playing these maps. It just so happens that 90% of the time, these problems happen to coincide with Protoss problems as well. Daedalus Point was a failed map not only for Zerg versus Protoss and Terran, but also for ZvZ, where it was near impossible to get past the ling/bling phase safely because you couldn't wall (and also, your spine crawler didn't quite cover your mineral line AND ramp, which was a pain in the ass).

Trust me, we've talked about Zerg as well, TL Strategy isn't actually as biased as some people might think.


A number of maps were shut down because they were impossible for zerg to play on. We're trying to produce maps that are reasonably balanced while allowing for interesting play and newer designs. Deadwing is here because it's a good replacement for a big macro map: it's certainly better than alterzim. The other four maps are all different than what we've had on ladder, but seem reasonably balanced. If it makes you feel any better, Catallena is probably bad for protoss, but we thought it was interesting enough that it was worth making it to this round.

First of all, Alterzim is definitely better than Deadwing. Second of all, Deadwing has really no difference in defending 3 bases vs 4, whereas all good macro maps (not boring ones) do. There are also a lot of really beginner-level straight lines and tiny, tiny chokes that don't fit very well in the map.

Also, I'd like to know how my maps did. Can you or someone else PM me about it? (I'm assuming you were part of the judging process based on your post)
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
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2014-05-01 14:39:09
May 01 2014 14:35 GMT
#157
On May 01 2014 21:35 SC2John wrote:
Show nested quote +
On May 01 2014 18:07 FiWiFaKi wrote:
On May 01 2014 17:56 Quateras wrote:
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 >_>


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.


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...
Zest fanboy.
joshie0808
Profile Blog Joined March 2011
Canada1024 Posts
Last Edited: 2014-05-01 16:12:17
May 01 2014 16:12 GMT
#158
Anyone else having problems finding these maps on NA? I'd like to play some customs on them with a friend. Thankss.
Olli
Profile Blog Joined February 2012
Austria24417 Posts
May 01 2014 16:47 GMT
#159
Just search the TLMC tag, you find them all instantly
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Zygno
Profile Joined August 2012
Austria276 Posts
May 01 2014 17:53 GMT
#160
The natural on foxtrot looks incredibly wide open which makes it very vunerable to allins.
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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