because i want noah's ark to win
TL Map Contest 6 - Voting! - Page 6
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-NegativeZero-
United States2140 Posts
because i want noah's ark to win | ||
Randomaccount#77123
United States5003 Posts
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EatThePath
United States3943 Posts
Tune in next post as the drama of WHAT WILL PATH VOTE FOR!?!? continues | ||
voltz_sc2
22 Posts
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Big J
Austria16289 Posts
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Uvantak
Uruguay1381 Posts
On May 13 2015 15:45 EatThePath wrote: I'm actually having quite some reservations about Ark even though "I like it the best". The CS is going to get old quick. The chokepoints kind of make up for this in terms of positional play but games that go to 5th base are going to have problems with push distance and lack of options. Going YOLO for Bridgehead is so tempting. Tune in next post as the drama of WHAT WILL PATH VOTE FOR!?!? continues I'm in the same bote, I haven't used my vote yet because I'm not sure what map I'll go for. | ||
Superouman
France2195 Posts
On May 13 2015 14:36 Barrin wrote: Do we have any Zerg players pushing for Noah's Ark? :> I was worried that zerg would be too strong because the 3rd is a bit far away. I moved them closer since. | ||
Dapper_Cad
United Kingdom964 Posts
On May 13 2015 10:56 Plexa wrote: Coming from a country with MMP (shoutouts to Germany for being the only other country that I know of with this system) and one which has held 2 referenda on the topic in my lifetime I'm well versed in alternate vote systems. The reality is that all voting systems have drawbacks and advantages, there is rarely an objective best system. Alternate vote systems (stv etc) often favour the least hated map rather than the map that appeals to most people. That isn't always the map that the contest is looking for. While the current system favours "different" maps we endeavor to choose maps which are distinct from each other to minimise this effect (unlike politics where identity is chosen strategically to gain the most vote withing the electoral system). Funnily enough, last season we were concerned echo/coda were too similar and yet they finished 1st/3rd last season! There is also the progamer vote to offset any serious distortions in the public vote (ie we have a correction mechanism if the public gets things horribly wrong). Finally, while this will determine the cash prizes, Blizzard ultimately will choose the map(s) they like for use - and let's not forget that biome wasn't on ladder. That probably came across as condescending. The political conversation in the UK is bizarrely simplistic: All sectors of the press panned AV as "too complex" for the dribbling herd, that plus the fact that our current electoral system is based on how fast a horse can run means I've a bit of a chip on my shoulder about this stuff. Sorry. Thanks for the info. | ||
Superouman
France2195 Posts
On May 13 2015 15:45 EatThePath wrote: I'm actually having quite some reservations about Ark even though "I like it the best". The CS is going to get old quick. The chokepoints kind of make up for this in terms of positional play but games that go to 5th base are going to have problems with push distance and lack of options. Going YOLO for Bridgehead is so tempting. Tune in next post as the drama of WHAT WILL PATH VOTE FOR!?!? continues By CS you mean circle syndrome? Circle syndrome is about always expanding in the same direction right? On noah's ark, there will be several scenarios. you can expand equally to both directions or expand towards open expands or towards closed expands. You will do it to suit your playstyle. ZvTP : zerg will prefer open expands. terran and protoss will prefer closed expands. That means both players will expands in the opposite halves. TvP : terran will prefer open expands because forcefields. protoss will prefer closed expands. i think all mirror matchups will tend to go towards closed expands. That said, players could also expand to both sides because it stretches them less. So in the end, the circle syndrome is an illusion because the map has an axis symetry and not a rotation symetry. | ||
eTcetRa
Australia822 Posts
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IeZaeL
Italy991 Posts
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Superouman
France2195 Posts
On May 13 2015 21:02 IeZaeL wrote: If NEP was a finalist it could have easily been top3... NEP should have won the previous tlmc | ||
IeZaeL
Italy991 Posts
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The_Templar
your Country52796 Posts
No, Ganymede should have won, and we should have had Cactus Valley/Ganymede/NEP on ladder edit: changed a map | ||
IeZaeL
Italy991 Posts
On May 13 2015 21:29 The_Templar wrote: No, Ganymede should have won, and we should have had Coda/Ganymede/NEP on ladder I would be fine with that. Better than Echo for sure. | ||
Randomaccount#77123
United States5003 Posts
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Superouman
France2195 Posts
On May 13 2015 21:29 IeZaeL wrote: Thats how tlmc works though , the most standard map always win. And then people complain that there are only standard maps on the ladder. On May 13 2015 22:47 Barrin wrote: I came up with a definition for Circle Syndrome the other week. Circle Syndrome - The tendency for a map to encourage base trade scenarios. Maps with high circle syndrome have a high tendency to encourage base trade scenarios and vice versa. All factors are to be considered. If it weren't for the very tight chokes on the southeast bases, Noah's Ark would have unforgivably high Circle Syndrome. edit: The CS on Noah's Ark is well within acceptable limits, but that's mostly due to how the southeast bases are nigh unassailable (super tight single choke& not much surrounding air space) for zerg in ZvT and ZvP and I guess terran in TvP (not sure) and in mirror matches. edit2: I think the tighter the choke the farther they can be without giving zerg the advantage. Those chokes are very tight. That means we dont have the same definition for the same words. But i see your point. Do i win a point for making an axis symetry map with circle syndrome? :D My biggest fear about the 3rds is that it would be too hard to setup a base there because of the distance. But once you get the base up and running, it's fine. Plus the very short distance by air for mutas and very long distance by ground. But it seems to be okay once you are prepared with turrets. I enlarged the ridges compared to previous versions. | ||
Randomaccount#77123
United States5003 Posts
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Fatam
1986 Posts
Plus the very short distance by air for mutas and very long distance by ground. But it seems to be okay once you are prepared with turrets. Long distance thirds by ground but short by flight means P can easily die to muta (bigger problem for P than T, by the way, since turrets + repair is good, while cannons are meh and overcharge can be baited), but looks like you can blink somewhat decently from the third into the main so shouldn't be too bad. | ||
Superouman
France2195 Posts
On May 14 2015 01:11 Barrin wrote: I am the person who coined the term Circle Syndrome btw. I never gave it a definition until that one, and that's always what I meant by it. Words can change, but I'm pretty sure other mapmakers have already caught on to this [first] definition. + Show Spoiler + Exactly. I don't think this is bad necessarily, it just means you can't rush for it too fast. But once you've made a bit of an army it's basically yours (and once you've got a big army the 4th is basically yours too). Thinking protoss, or terran in tvz, here. Good point. Compared to TLMC version? Are you allowed to change it still? Let me see ^_^ I was talking about the previous of the map First version + Show Spoiler + Starbow version + Show Spoiler + On May 14 2015 01:38 Fatam wrote:but looks like you can blink somewhat decently from the third into the main so shouldn't be too bad. I moved the closed third closer to the main for that reason. | ||
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