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TL Map Contest 6 - Finalists - Page 4

Forum Index > SC2 General
141 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
ChiefSC
Profile Joined April 2013
Germany29 Posts
May 09 2015 08:54 GMT
#61
For me there are only to good maps: MOONLIGHT MADNESS and BRIDGEHEAD
Nepou
Profile Joined June 2013
France27 Posts
May 09 2015 09:00 GMT
#62
For Dash and Terminal, I do appreciate the idea of an aerial close position. It will favor heavily drop play and air compositions forcing players to scout better or get destroyed. You can't juste plant an observer/overlord/... to see what's coming. You'll need to proactively scout your opponent more than ever. If you see the mutas, it's already too late.
However, the gold right next to the main seems extremely strong for Terran the straight up "fly to the gold and take it" strategy may be a little bit too strong.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 09 2015 09:01 GMT
#63
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.
LiquipediaWanderer
Ej_
Profile Blog Joined January 2013
47656 Posts
May 09 2015 09:17 GMT
#64
On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.

it's a textbook example of mech being new levels of broken
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Pyloss
Profile Joined August 2011
Germany1515 Posts
May 09 2015 09:25 GMT
#65
All these maps are looking amazing. I hope that 4 oft them will be in the next seaons ladder pool!

And finaly some more green maps <3
<3 sOs, Parting, Mana, Honor, TaKe, Mcanning<3
Antirusher
Profile Joined April 2015
Germany21 Posts
May 09 2015 09:45 GMT
#66
I only would like to play on 2 of these maps, and they pretty much look the same as older maps and the new ones, some of these look unplayable :D I dont get the hype on terraform, it looks nice, but these open min lines have to be unplaybale, but well see in tl open, also i would like a feat about all maps that participated, just a picture. we only hat community created posts about this
fuelled by NRG.
WELPAX
Profile Joined March 2012
Switzerland21 Posts
May 09 2015 10:07 GMT
#67
Congratz to the final 7. :-)

I have two favoritez. How can I be sure they gona make it without seen them on several matchups? - I don't know... I'm just gonna cross my fingers :-)

PAcE
paCe
TsogiMaster
Profile Joined October 2014
191 Posts
May 09 2015 10:19 GMT
#68
Bridhead looks like like BW Map. WOW really NICE.
Gaming is love. Gaming is life.
algue
Profile Joined July 2011
France1436 Posts
May 09 2015 10:55 GMT
#69
On May 09 2015 16:57 Gwavajuice wrote:
Show nested quote +
On May 09 2015 16:36 algue wrote:
Quite happy with the results eventhough I didn't win. I guess i'll have to work harder.

Too bad Iezael who made Azura got screwed by the lack of informations we had about what kind of map blizzard was looking for. It would be nice if we could have more informations about that next time.



I think he was more screwed up by the asymetry of the 3rd's ramps making some position clearly advantaged compared to others (plus the center was not that great really) Sure, it was an eye-catching map, but 3 players maps have the inherrent "rotational" symetry flaw, if you can't correct it, the map can't be good in the end...

Blizzard doesn't mind asymmetries, we've had 3p maps in the past, 2p maps with minor asymmetries and a lot of 4p maps with rotational imbalances. If I had to guess why azura didn't make it in the top seven I would say that the map is, asymmetry aside, way too standard. Look at the four first bases layout, it's just a remake of cactus valley. This base layout is heavily inspired by WhirlWind's base layout and having cactus valley + azura on the ladder would have been boring.

Now look at the top 7, it's full of non-standard maps, Blizzard clearly wanted non-standard maps. Azura is standard and already has a 4 players version on the ladder, it didn't stand a chance from the get go.

On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.
rly ?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 09 2015 11:00 GMT
#70
On May 09 2015 19:55 algue wrote:
Show nested quote +
On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.

The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions".
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
May 09 2015 11:07 GMT
#71
On May 09 2015 20:00 -NegativeZero- wrote:
Show nested quote +
On May 09 2015 19:55 algue wrote:
On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.

The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions".

I'm afraid it'll end up in mass air in every Zerg MU.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Elentos
Profile Blog Joined February 2015
55586 Posts
May 09 2015 11:11 GMT
#72
I'm not a fan of most of these maps, tbh. Especially everything with a backdoor entrance into the main.
Every 60 seconds in Africa, a minute passes.
algue
Profile Joined July 2011
France1436 Posts
May 09 2015 11:12 GMT
#73
On May 09 2015 20:00 -NegativeZero- wrote:
Show nested quote +
On May 09 2015 19:55 algue wrote:
On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.

The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions".


The ramps are still pretty useless anyway.
rly ?
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 09 2015 11:16 GMT
#74
On May 09 2015 20:12 algue wrote:
Show nested quote +
On May 09 2015 20:00 -NegativeZero- wrote:
On May 09 2015 19:55 algue wrote:
On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.

The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions".


The ramps are still pretty useless anyway.

Yeah, I put them just to give more color diversity to the map. I could have made a flat map except for the main.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
MildCocoA
Profile Joined October 2010
Korea (South)129 Posts
May 09 2015 11:17 GMT
#75
I <3 Bridgehead
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
May 09 2015 11:30 GMT
#76
Wow, I just realized that Blizzard supports the TLMC with a prizepool, sick! My finals really caught me.
ilovegroov
Profile Joined January 2015
357 Posts
Last Edited: 2015-05-09 11:33:09
May 09 2015 11:32 GMT
#77
Map Contest Episode 6: The Return of the Backdoor.


Seriously good job guys. Finally some creative maps.
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2015-05-09 11:46:15
May 09 2015 11:42 GMT
#78
On May 09 2015 19:55 algue wrote:
Show nested quote +
On May 09 2015 16:57 Gwavajuice wrote:
On May 09 2015 16:36 algue wrote:
Quite happy with the results eventhough I didn't win. I guess i'll have to work harder.

Too bad Iezael who made Azura got screwed by the lack of informations we had about what kind of map blizzard was looking for. It would be nice if we could have more informations about that next time.



I think he was more screwed up by the asymetry of the 3rd's ramps making some position clearly advantaged compared to others (plus the center was not that great really) Sure, it was an eye-catching map, but 3 players maps have the inherrent "rotational" symetry flaw, if you can't correct it, the map can't be good in the end...

Blizzard doesn't mind asymmetries, we've had 3p maps in the past, 2p maps with minor asymmetries and a lot of 4p maps with rotational imbalances. If I had to guess why azura didn't make it in the top seven I would say that the map is, asymmetry aside, way too standard. Look at the four first bases layout, it's just a remake of cactus valley. This base layout is heavily inspired by WhirlWind's base layout and having cactus valley + azura on the ladder would have been boring.

Now look at the top 7, it's full of non-standard maps, Blizzard clearly wanted non-standard maps. Azura is standard and already has a 4 players version on the ladder, it didn't stand a chance from the get go.

Show nested quote +
On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.


Unless I missed an update, the asymetry between 2 o'clock and 6 o'clock postion was just too big to be playable, both in reagard of distance to 3rd/4th and orientation of the ramps...
Dear INno and all the former STX boys.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
May 09 2015 11:48 GMT
#79
On May 09 2015 20:42 Gwavajuice wrote:
Show nested quote +
On May 09 2015 19:55 algue wrote:
On May 09 2015 16:57 Gwavajuice wrote:
On May 09 2015 16:36 algue wrote:
Quite happy with the results eventhough I didn't win. I guess i'll have to work harder.

Too bad Iezael who made Azura got screwed by the lack of informations we had about what kind of map blizzard was looking for. It would be nice if we could have more informations about that next time.



I think he was more screwed up by the asymetry of the 3rd's ramps making some position clearly advantaged compared to others (plus the center was not that great really) Sure, it was an eye-catching map, but 3 players maps have the inherrent "rotational" symetry flaw, if you can't correct it, the map can't be good in the end...

Blizzard doesn't mind asymmetries, we've had 3p maps in the past, 2p maps with minor asymmetries and a lot of 4p maps with rotational imbalances. If I had to guess why azura didn't make it in the top seven I would say that the map is, asymmetry aside, way too standard. Look at the four first bases layout, it's just a remake of cactus valley. This base layout is heavily inspired by WhirlWind's base layout and having cactus valley + azura on the ladder would have been boring.

Now look at the top 7, it's full of non-standard maps, Blizzard clearly wanted non-standard maps. Azura is standard and already has a 4 players version on the ladder, it didn't stand a chance from the get go.

On May 09 2015 18:01 Ragnarork wrote:
I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that.


I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game.


Unless I missed an update, the asymetry between 2 o'clock and 6 o'clock postion was just too big to be playable, both in reagard of distance to 3rd/4th and orientation of the ramps...

Well yeah but heavy asymetry didn't stop Nimbus close-spawns from being on ladder, so I think Blizzard don't give a damn about asymetry, even if it's big
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NasusAndDraven
Profile Joined April 2015
359 Posts
Last Edited: 2015-05-09 12:24:36
May 09 2015 12:20 GMT
#80
Bridgehead
Are the highgrounds on side of main-nat droppapble or unpathable? If the former then i cant wait for the zerg tears. Even if the latter its just a cheese map.

Dash and Terminal
Seems fun. Island expansions always give extra points (why arent they on every map?) I dont agree at all that the natural would be hard to hold thou since its so close to the main ramp. Well against mech as protoss or zerg, or against "sick forcefields" as zerg itmight be, depends how well creep is spreaded.

Ecosphere
So many chokes and the when taking expansions, the chokes you need to defend are very near to each other. Which ever spwan locations, its still a turtle map.

Moonlight Madness
"How do I take 4 bases?"-The map. Also the middle area seems too open and too boring.

Mutinity
Otherwise seems really well done, exept maybe a bit zerg unfavored. Since zergs really dont like expanding towards the enemy, so there really isnt a 4th base option for them.

Noah's ark
I dont know why OPs writer thinks that the gimmicks of the map would make people change up their strategies. The only things the gimmicks should achieve is make early rush distance shorter, and "lol OP zergling runbys." Otherwise past midgame people would just treat it as unpassable ground for their main armies, making them go around it. Just like in almost every mirror symmetrical map, the air attack distance being shorter. Add some mineable bases on the middle area and there you go, actually an interesting map. Just like magic.

TERRAFORM
The best map. Please win.


I sounded pretty critical in those reviews but thats just because i like to focus on the negatives more. Overall i like the maps. Also props for blizzard for the HUEG pricepool. Actually makes it feel like you won something, not just being payed for your time, atleast for first place. Cant wait to see -NegativeZero- take home 1grand.
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