TL Map Contest 5 - Finalists & Voting - Page 3
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ThomasjServo
15244 Posts
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Fecalfeast
Canada11355 Posts
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ZeromuS
Canada13379 Posts
On February 21 2015 11:24 Fecalfeast wrote: Is there a chat channel for playing games on the maps? I don't want to vote without knowing how games play out on the maps. I could make one if you want? I'll make one itll be called TLMC5 Also there were quite a few maps we ALMOST chose for this list. I'm hoping we can see them in the next map contest with some general improvements :D | ||
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Fecalfeast
Canada11355 Posts
On February 21 2015 11:25 ZeromuS wrote: I could make one if you want? I'll make one itll be called TLMC5 I will be online around 06:30 GMT (+00:00) on NA so hopefully there's some people interested then! | ||
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The_Templar
your Country52797 Posts
On February 21 2015 11:24 Fecalfeast wrote: Is there a chat channel for playing games on the maps? I don't want to vote without knowing how games play out on the maps. Also, I'm currently publishing the maps under the TLMC tag since some of them are not actually on battle net. | ||
Survivor61316
United States470 Posts
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-NegativeZero-
United States2141 Posts
Edit: I have no clue which one to vote for. Coda is a good safe choice, but Emerald Plaza has a very interesting idea, and I want Timberwolf to be tested in LotV because of its use of narrow chokes/ramps. | ||
sneakyness
United States15 Posts
![]() Edit: I refuse to vote until I've played on all of them, so do get online! | ||
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Fecalfeast
Canada11355 Posts
On February 21 2015 12:03 sneakyness wrote: Hey guys, I'm hanging out in TLMC5 on NA. Would love to p :D some matches on these maps ![]() Edit: I refuse to vote until I've played on all of them, so do get online! 3 hours from now and I'll be there | ||
Antares777
United States1971 Posts
I have never seen Adun's Shrine before, but I like the layout. The middle is original and unlike the middles of the majority of contemporary maps in the meta. Unfortunately I think the map has too much circle syndrome and too much negative space for it to be considered a finalist. Cactus Valley RE definitely deserved a spot among the finalists here. While it's layout is relatively simple, it uses destructible rocks in a cool way and gives several expansion options that are both equally plausible and attack routes regardless of spawn locations. If any four spawn maps were to make it, this is it. Coda's layout seems more standard. It has one easy third and I guess the base in front of the main could be used as an aggressive third, but I think that the risk vs. reward of taking that base as a third is a little too high. This has nothing to do with balance though; players will just take the easier third. This map could easily be the next standard meta map (ie Overgrowth, and imo Cloud Kingdom and Daybreak before that). I don't like Echo. The aesthetics are cool and original, but the layout is complicated and uninteresting. This map is filled with too many ramps and paths that cross over one another that take away the thought process in choosing attack directions and army positioning, since you can readjust so easily because of all the connections. Risk vs reward is diminished because of that. I think with some changes to the middle high ground area, Echo could be made substantially better. I will say that I do like the destructible rock placement by the (potential) fourth. That is a cool set up, especially with the way it interacts with the central high ground. Neo Emeral Plaza is my favorite map of the finalists. The layout is the most original and will create entirely different games than what people are used to seeing without it being too unorthodox that it is prematurely rejected. The collapsible rocks near the natural can be used both defensively and offensively. Half the map is initially inaccessible from the opposing half, similar to Orichalcum and Operon, but in an entirely different way. The map would seem to be early game split left to right, and then shift to top vs bottom. This map deserves to be on the ladder. Ganymede is one of the more aesthetically attractive and unique of the finalists. Both of the third options require a slightly more aggressive positioning than other maps would set up the third(s). The middle is interesting; it is similar to other maps with dual high grounds, but everything is so compact. The fastest path seems to travel through the center, which is great design since it passes on the low ground through two sets of ramps. I like the center of Ganymede a lot for this reason. The downside to this map in my eyes is the distance (combined with the openness) between expansions as you take more and more of them. The corner expansions try to compensate for this by having a narrow mono-entrance. It's too difficult for me to tell if it's enough based on an overview. Timberwolf is probably my third or fourth favorite here. It has an interesting layout that changes as the game progress due to the destructible rocks. To add onto that, this map has the most destructible rocks among the finalists. Too many destructible rocks is bad and represents poor design, but here Timberwolf has a large amount that all contribute to the layout in a meaningful way, which is not an easy task to accomplish. The central plateaus are interesting, especially in the way that they connect to the low ground in front of the mains. I think we could see a large variety of games on this map. | ||
Apoteosis
Chile820 Posts
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MoosyDoosy
United States4519 Posts
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Caevrane
Uruguay30 Posts
You should think my map as a reminder of how great Starcraft itself is. | ||
Big J
Austria16289 Posts
Adun's Shrine features a very interesting third layout. However, I feel like the map is way too turtly for my liking with how closed the third initially is. Without breaking down the backdoor into the third, there is only one attack path into 3bases. Even with the rocks down, the backside can be easily walled and if you compare it to other maps with rocks into the natural (King Sejong Station) or the main (Expedition Lost) it is still way more turtle friendly. The 4th and 5th base possibilities emphasize that even more. Cactus Valley uses a very classic 4p 4base-per-player rotational layout. As with all 4p rotational maps, it remains to be seen whether it is fair in all starting possibilites and the specific map layout risks that people won't use the middle or most other parts of the map if it isn't about cross positions. If these things work out, the map has a good chance of becoming an alltime classic in the spirit of Tel'darim Altar and Whirlwind. Coda looks fairly standard. It potentially allows for a very aggressive 3base setup. The pathing through the map is very interesting, using lots of highgrounds and ramps as positional features while these positions also provide base locations. The thing I don't like too much about the map is how the 3rd base looks very easy to wall off and defend again. Also I'm not sure why the rocks blocking some of the most potent counterattack paths need to be there, besides being annoying for a zerg to clean up and preventing action. On Echo you can really smell the spirit of its maker. Fantastic aehstetics paired with questionably small pathways and kind of forward 3rd and 4th bases. Again it is the easy (highground) third paired with a far away (hard) 4th that I don't really like. It prevents aggression from the zerg while making it hard to claim a 4th base which usually results in mildly disfavored matchups for Zerg (Catallena, Nimbus, Foxtrot) because both, aggression and defensive strategies for zerg are kind of weak. Though the size of the map may very well make up for this in TvZ. Neo Emerald Plaza, a map I have played on in different versions. I'm very happy that the path in the middle got widened. What is really interesting with this map is how the map is segmented into an upper and a lower section, initially only accessible through the naturals of the respective players and that there is only one path through the middle. The map has great potential to shake of the metagame, but also some potential to fail. The second path into the natural with highground advantage might impose a big problem with all sorts of builds (rushes, nydus, drops) and the single pathway through the middle doesn't allow for counterattacks at all before some set of rocks has been broken. This is the kind of metagame shaking that I like, a bit "in-ya-face" for all sides. Ganymede's first 4bases remind of the (usually taken) first 4bases of Polar Night, I map I really liked. Even more, the highground pathways remind of it as well. I think in particular in TvZ this map could turn out great with all the cool attack and counterattack paths. The clockwise third could have done with a wider ramp but that's really all the critizism I have for it for now. Also it is typically Uvantak-gorgeous. Timberwolf is the one map that I don't really like here, sorry. Again very closed 3rd base on the highground and very narrow ramps and pathways in general (forcefields urgh) combined without any good 4th option for zerg. Say it is TvZ and you take the 4th clockwise... that is closer to his main then yours, big nope against drops. Say you take the gold. That is really exposed and abuseable by drops and far forward. Say you take down the rocks of the natural and take the counterclockwise base. Then you end up again with a base that is very close to your opponent while you have bases scattered all across the map, insanely hard to control against drops. I really can't see that map turn out fair for Zerg, sorry. | ||
sneakyness
United States15 Posts
I think Echo has my favorite tileset. The trees over the ramp of Adun's Shrine really threw me for a loop, I spent a solid minute looking for the ramp before giving up and right clicking on the map to let the pathfinding find it for me. I really like Timberwolf's layout. That said, for some reason the water in the upper right hand corner seemed to be moving at 900mph, thankfully it's hidden in the corner. Still not voting until I get more matches in ![]() | ||
NinjaDuckBob
175 Posts
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SetGuitarsToKill
Canada28396 Posts
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starslayer
United States696 Posts
On February 21 2015 11:05 And G wrote: Cactus Valley, really? I mean the old version with the blocked-off middle was kind of cool, but now it's just like Whirlwind. Not that Whirlwind is a bad map, but I don't see how Cactus Valley improves on the layout in any way. I think I'll have to go with Echo for my pick, although I don't feel it's on the same level as some other Uvantak maps I've seen. This i was thinking the same think and keep seeing people saying it the best map. not that its bad just we have had something very similar so it doesnt seem like im going to vote for cactus. Still not sure which one yet but there all very sick going to play some games on them all (even cactus ) then vote GL to all maps. | ||
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Jer99
Canada8157 Posts
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Fecalfeast
Canada11355 Posts
On February 21 2015 14:20 Jer99 wrote: only 1 person in TLMC5 chat channel? ![]() | ||
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