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Strat Chat: Updates and Vods - Page 2

Forum Index > SC2 General
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Big J
Profile Joined March 2011
Austria16289 Posts
July 11 2015 21:51 GMT
#21
It's listed if you activate "Other".
Whitewing
Profile Joined October 2010
United States7483 Posts
July 11 2015 22:47 GMT
#22
Our second episode is done, we'll have VOD and audio upload shortly.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 12 2015 20:36 GMT
#23
For those that couldn't make it for the show yesterday, the VoD and audio are up officially up! Let us know what you think of the show here, in the Youtube comments, or @TLStrategyChat on Twitter! We welcome feedback freely :D.

For those who are having trouble finding it on the TL calendar when it's going on, we're working on that. Apparently my stream was not linked to my account, and so it wasn't showing up on the sidebar. Along with fixes there, we're looking into getting some more pull with upper management to make it easier to find and watch Strat Chat from TeamLiquid.net.
StrategyAllyssa Grey <3<3
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-13 12:07:06
July 13 2015 12:05 GMT
#24
I really enjoyed both shows and looking forward for more!
For me a "map/board control" is more about a denial of enemy movements rather than making your own. Sometimes you can achieve that without necessairly having units in the middle, but just by having a potential threat that prevents the enemy from doing something.

The Hellion or Mutalisk map control examples that you bring throughout the show - you don't really defend the map with them. You don't need them in the middle. But if the opponent moves out, you can counter-attack.
Other units that can function similarly are Oracles, Warp Prisms, loaded medivacs... even a network of Nydus tunells can go in this direction!

Regarding map design for map control, there is one broader feature that I think it was missed: travel time. If there are two or more routes from A to B with one route being shorter than another, it gives one side a tool to control both points, and hence maintaining map control over that area more effectively. This scenario can appear even on a flat map without extreme chokes - just by having walls/cliffs defining what routes are possible.

Looking forward towards the unit design section, as I am starting to mess up with units in my mod - and your talk is very informative!
[MOD]Economy - Hot Mineral Harvesting
Whitewing
Profile Joined October 2010
United States7483 Posts
July 13 2015 17:55 GMT
#25
On July 13 2015 21:05 BlackLilium wrote:
I really enjoyed both shows and looking forward for more!
For me a "map/board control" is more about a denial of enemy movements rather than making your own. Sometimes you can achieve that without necessairly having units in the middle, but just by having a potential threat that prevents the enemy from doing something.

The Hellion or Mutalisk map control examples that you bring throughout the show - you don't really defend the map with them. You don't need them in the middle. But if the opponent moves out, you can counter-attack.
Other units that can function similarly are Oracles, Warp Prisms, loaded medivacs... even a network of Nydus tunells can go in this direction!

Regarding map design for map control, there is one broader feature that I think it was missed: travel time. If there are two or more routes from A to B with one route being shorter than another, it gives one side a tool to control both points, and hence maintaining map control over that area more effectively. This scenario can appear even on a flat map without extreme chokes - just by having walls/cliffs defining what routes are possible.

Looking forward towards the unit design section, as I am starting to mess up with units in my mod - and your talk is very informative!


I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Travel time is significant to a specific location, you are correct that we didn't mention it and might have.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 13 2015 18:20 GMT
#26
On July 14 2015 02:55 Whitewing wrote:
I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Defending a point X by reinforcing X is very different in my eyes, than defending X by reinforcing/attacking Y. Some units or compositions are better suited for one thing or another, usually not both.
[MOD]Economy - Hot Mineral Harvesting
Whitewing
Profile Joined October 2010
United States7483 Posts
July 13 2015 19:12 GMT
#27
On July 14 2015 03:20 BlackLilium wrote:
Show nested quote +
On July 14 2015 02:55 Whitewing wrote:
I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Defending a point X by reinforcing X is very different in my eyes, than defending X by reinforcing/attacking Y. Some units or compositions are better suited for one thing or another, usually not both.


That is true, but I don't see a difference in terms of whether that area is controlled or not, and I don't see a strategical difference, merely a tactical one. The tools you use obviously influence the actual method, but the important thing is whether the space is controlled or not.

There is a difference in other ways (reacting to that area being controlled for example), but fundamentally there is no distinction between how a space is controlled when it comes to the basic question of: is the space controlled?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 13 2015 19:36 GMT
#28
If you ask a question in that way, when there are only two possible answers: "yes" and "no" - then of course, there is no difference
[MOD]Economy - Hot Mineral Harvesting
Big J
Profile Joined March 2011
Austria16289 Posts
July 13 2015 20:15 GMT
#29
On July 14 2015 02:55 Whitewing wrote:
Show nested quote +
On July 13 2015 21:05 BlackLilium wrote:
I really enjoyed both shows and looking forward for more!
For me a "map/board control" is more about a denial of enemy movements rather than making your own. Sometimes you can achieve that without necessairly having units in the middle, but just by having a potential threat that prevents the enemy from doing something.

The Hellion or Mutalisk map control examples that you bring throughout the show - you don't really defend the map with them. You don't need them in the middle. But if the opponent moves out, you can counter-attack.
Other units that can function similarly are Oracles, Warp Prisms, loaded medivacs... even a network of Nydus tunells can go in this direction!

Regarding map design for map control, there is one broader feature that I think it was missed: travel time. If there are two or more routes from A to B with one route being shorter than another, it gives one side a tool to control both points, and hence maintaining map control over that area more effectively. This scenario can appear even on a flat map without extreme chokes - just by having walls/cliffs defining what routes are possible.

Looking forward towards the unit design section, as I am starting to mess up with units in my mod - and your talk is very informative!


I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Travel time is significant to a specific location, you are correct that we didn't mention it and might have.


This is quite an interesting question, as then you could go further and define "direct mapcontrol" and "indirect mapcontrol" and such concepts*. And then ask the question, when talking about indirect mapcontrol, whether this is actual mapcontrol, or you can just punish him for certain moves which doesn't really include you "control" the area in question in a classic sense. So it's not really that you control that area per se, but that him taking control over the area is an overcommitment that you can punish by controlling a different, much more valueable area, e.g. his base.

Maybe this roots in the question whether you accept "dead areas", or if in the definition of mapcontrol you automatically assign the whole map to one or another player at all times.

*which you kind of did, but I think you didn't go deeper into it

Whitewing
Profile Joined October 2010
United States7483 Posts
July 13 2015 22:02 GMT
#30
On July 14 2015 05:15 Big J wrote:
Show nested quote +
On July 14 2015 02:55 Whitewing wrote:
On July 13 2015 21:05 BlackLilium wrote:
I really enjoyed both shows and looking forward for more!
For me a "map/board control" is more about a denial of enemy movements rather than making your own. Sometimes you can achieve that without necessairly having units in the middle, but just by having a potential threat that prevents the enemy from doing something.

The Hellion or Mutalisk map control examples that you bring throughout the show - you don't really defend the map with them. You don't need them in the middle. But if the opponent moves out, you can counter-attack.
Other units that can function similarly are Oracles, Warp Prisms, loaded medivacs... even a network of Nydus tunells can go in this direction!

Regarding map design for map control, there is one broader feature that I think it was missed: travel time. If there are two or more routes from A to B with one route being shorter than another, it gives one side a tool to control both points, and hence maintaining map control over that area more effectively. This scenario can appear even on a flat map without extreme chokes - just by having walls/cliffs defining what routes are possible.

Looking forward towards the unit design section, as I am starting to mess up with units in my mod - and your talk is very informative!


I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Travel time is significant to a specific location, you are correct that we didn't mention it and might have.


This is quite an interesting question, as then you could go further and define "direct mapcontrol" and "indirect mapcontrol" and such concepts*. And then ask the question, when talking about indirect mapcontrol, whether this is actual mapcontrol, or you can just punish him for certain moves which doesn't really include you "control" the area in question in a classic sense. So it's not really that you control that area per se, but that him taking control over the area is an overcommitment that you can punish by controlling a different, much more valueable area, e.g. his base.

Maybe this roots in the question whether you accept "dead areas", or if in the definition of mapcontrol you automatically assign the whole map to one or another player at all times.

*which you kind of did, but I think you didn't go deeper into it



Well, I didn't because strategically it doesn't actually make a difference. It makes a big tactical difference, because it impacts how your opponent must respond in the immediate (but not in the broad) sense and how you follow up to a breach of your control area, but either way a controlled space is a controlled space and it functionally limits your opponents movement and enables yours in exactly the same way.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-07-13 22:28:41
July 13 2015 22:28 GMT
#31
On July 14 2015 07:02 Whitewing wrote:
Show nested quote +
On July 14 2015 05:15 Big J wrote:
On July 14 2015 02:55 Whitewing wrote:
On July 13 2015 21:05 BlackLilium wrote:
I really enjoyed both shows and looking forward for more!
For me a "map/board control" is more about a denial of enemy movements rather than making your own. Sometimes you can achieve that without necessairly having units in the middle, but just by having a potential threat that prevents the enemy from doing something.

The Hellion or Mutalisk map control examples that you bring throughout the show - you don't really defend the map with them. You don't need them in the middle. But if the opponent moves out, you can counter-attack.
Other units that can function similarly are Oracles, Warp Prisms, loaded medivacs... even a network of Nydus tunells can go in this direction!

Regarding map design for map control, there is one broader feature that I think it was missed: travel time. If there are two or more routes from A to B with one route being shorter than another, it gives one side a tool to control both points, and hence maintaining map control over that area more effectively. This scenario can appear even on a flat map without extreme chokes - just by having walls/cliffs defining what routes are possible.

Looking forward towards the unit design section, as I am starting to mess up with units in my mod - and your talk is very informative!


I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Travel time is significant to a specific location, you are correct that we didn't mention it and might have.


This is quite an interesting question, as then you could go further and define "direct mapcontrol" and "indirect mapcontrol" and such concepts*. And then ask the question, when talking about indirect mapcontrol, whether this is actual mapcontrol, or you can just punish him for certain moves which doesn't really include you "control" the area in question in a classic sense. So it's not really that you control that area per se, but that him taking control over the area is an overcommitment that you can punish by controlling a different, much more valueable area, e.g. his base.

Maybe this roots in the question whether you accept "dead areas", or if in the definition of mapcontrol you automatically assign the whole map to one or another player at all times.

*which you kind of did, but I think you didn't go deeper into it



Well, I didn't because strategically it doesn't actually make a difference. It makes a big tactical difference, because it impacts how your opponent must respond in the immediate (but not in the broad) sense and how you follow up to a breach of your control area, but either way a controlled space is a controlled space and it functionally limits your opponents movement and enables yours in exactly the same way.


Exactly, the question is whether you break it down into a tactical or strategical point of view. And I 100% agree with what you are saying, I just really like the discussion about it.
I think talking about this differs strongly depending on whether you play the game right now, or whether you do an analysis afterwards. Because in game it is often not obvious that you had control in the broad sense. You just go for the attack and hope it works, but it may not. Only once you have all the information - which is usually only after the game - you can really say: "Yes, I won here because I actually could punish him for moving into this area, which obviously was not under his control." Or you couldn't and you lost trying to counterattack, running into your death.

While with direct area control you can just say: "I have forces here and you don't", or "I can reinforce this area faster than you can attack it". Which is a much more graspable concept in a game.


Also an interesting aspect in that regard is incomplete information. For example, what is a hidden base? Do I have control over it? Does my opponent? I feel like this becomes kind of a dead space that noone is controlling (unless of course you can just defend it, but say Protoss hides a base against Zerg and doesn't canon it to no end). Because the hiding player cannot really defend the base so he has no control, but the opponent obviously does not punish it until he has confirmed its existance and directly taken control of the base area (assuming the hiding player cannot indirectly control the area of course). Again, this is much more tactically speaking of course than in the broad sense.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2015-07-14 00:01:50
July 13 2015 23:56 GMT
#32
On July 14 2015 07:28 Big J wrote:
Show nested quote +
On July 14 2015 07:02 Whitewing wrote:
On July 14 2015 05:15 Big J wrote:
On July 14 2015 02:55 Whitewing wrote:
On July 13 2015 21:05 BlackLilium wrote:
I really enjoyed both shows and looking forward for more!
For me a "map/board control" is more about a denial of enemy movements rather than making your own. Sometimes you can achieve that without necessairly having units in the middle, but just by having a potential threat that prevents the enemy from doing something.

The Hellion or Mutalisk map control examples that you bring throughout the show - you don't really defend the map with them. You don't need them in the middle. But if the opponent moves out, you can counter-attack.
Other units that can function similarly are Oracles, Warp Prisms, loaded medivacs... even a network of Nydus tunells can go in this direction!

Regarding map design for map control, there is one broader feature that I think it was missed: travel time. If there are two or more routes from A to B with one route being shorter than another, it gives one side a tool to control both points, and hence maintaining map control over that area more effectively. This scenario can appear even on a flat map without extreme chokes - just by having walls/cliffs defining what routes are possible.

Looking forward towards the unit design section, as I am starting to mess up with units in my mod - and your talk is very informative!


I don't see a fundamental difference between defending an area by being able to straight up kill anything that moves into it and defending an area by killing his base if he tries to take the area. Either way he cannot move into that area, and it is defended. And yes, we didn't cover anywhere near the totality of units that can be used for this purpose, we'd be here all day doing that =p.

Travel time is significant to a specific location, you are correct that we didn't mention it and might have.


This is quite an interesting question, as then you could go further and define "direct mapcontrol" and "indirect mapcontrol" and such concepts*. And then ask the question, when talking about indirect mapcontrol, whether this is actual mapcontrol, or you can just punish him for certain moves which doesn't really include you "control" the area in question in a classic sense. So it's not really that you control that area per se, but that him taking control over the area is an overcommitment that you can punish by controlling a different, much more valueable area, e.g. his base.

Maybe this roots in the question whether you accept "dead areas", or if in the definition of mapcontrol you automatically assign the whole map to one or another player at all times.

*which you kind of did, but I think you didn't go deeper into it



Well, I didn't because strategically it doesn't actually make a difference. It makes a big tactical difference, because it impacts how your opponent must respond in the immediate (but not in the broad) sense and how you follow up to a breach of your control area, but either way a controlled space is a controlled space and it functionally limits your opponents movement and enables yours in exactly the same way.


Exactly, the question is whether you break it down into a tactical or strategical point of view. And I 100% agree with what you are saying, I just really like the discussion about it.
I think talking about this differs strongly depending on whether you play the game right now, or whether you do an analysis afterwards. Because in game it is often not obvious that you had control in the broad sense. You just go for the attack and hope it works, but it may not. Only once you have all the information - which is usually only after the game - you can really say: "Yes, I won here because I actually could punish him for moving into this area, which obviously was not under his control." Or you couldn't and you lost trying to counterattack, running into your death.

While with direct area control you can just say: "I have forces here and you don't", or "I can reinforce this area faster than you can attack it". Which is a much more graspable concept in a game.


Also an interesting aspect in that regard is incomplete information. For example, what is a hidden base? Do I have control over it? Does my opponent? I feel like this becomes kind of a dead space that noone is controlling (unless of course you can just defend it, but say Protoss hides a base against Zerg and doesn't canon it to no end). Because the hiding player cannot really defend the base so he has no control, but the opponent obviously does not punish it until he has confirmed its existance and directly taken control of the base area (assuming the hiding player cannot indirectly control the area of course). Again, this is much more tactically speaking of course than in the broad sense.


Direct space control is easier to read in the moment, that's true. It takes a bit of practice and experience to read how effective your indirect control is, and to know how to execute it. If you don't know how to punish a breach of your control area, then you don't really have control when you should. Also, a lot of lower level players (and by lower level, I mean below mid-high pro level players) don't always recognize when their opponent has indirect control and move out at bad times, forcing you to punish properly. I've seen a lot of lost games which should have been wins because a player has indirect control over an area, the opponent breached the area, but the player with control didn't know how to punish the breach.

With regards to a hidden base: hidden bases are generally hidden because you can't protect them, so you do not have control over the area. Your opponent typically DOES have control over the area (or else why hide it), so you are relying entirely on a mistake on your opponents part to defend it.

Occasionally hidden bases are taken when neither player can secure control of the map or important locations, but I don't actually think that's a good idea. Hidden bases should typically be taken only when you can't secure a safe base reliably (because of the added risk), or in a long series of matches (like a best of 7) in order to force your opponent to make sure he's crossing his t's and dotting his i's and not cutting corners. In cases like those, I would typically do it in game 2 or 3, since the first game is the most important statistically (for several reasons), but you want to do it early enough that your opponent must follow through on scouting properly for the rest of the series.

In the context of a single game, hidden bases work best when your opponent is using an immobile space control strategy, like a siege tank contain. In such situations, you can usually attempt a hidden base knowing that his forces are locked in place. Protoss and zerg especially can do this, because of warp-ins/mobile units which can force a significant commitment to destroying a hidden base, thereby forcing them to abandon their control zone, or let you have the base.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BrokenSegment
Profile Joined July 2015
36 Posts
July 14 2015 16:01 GMT
#33
Good show... but at times it seems too random to me.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 14 2015 20:28 GMT
#34
Watching the vod I can't really help but feel that you guys should really have had a mapmaker there... Talking about LoS Blockers, Xel'nagas, unit splitting for map control, terrain advantages for map control and all that without a mapmaker to aid you guys guide the discussion was really bad.

Talking with blanket statements such as "Great map", "Awful map", "More LoS Blockers", "Less Xel'nagas", is really really bad from a mapmaking perspective. The fact that you guys have no direct experience with maps outside of ladder does not really help either.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Whitewing
Profile Joined October 2010
United States7483 Posts
July 15 2015 02:10 GMT
#35
On July 15 2015 05:28 Uvantak wrote:
Watching the vod I can't really help but feel that you guys should really have had a mapmaker there... Talking about LoS Blockers, Xel'nagas, unit splitting for map control, terrain advantages for map control and all that without a mapmaker to aid you guys guide the discussion was really bad.

Talking with blanket statements such as "Great map", "Awful map", "More LoS Blockers", "Less Xel'nagas", is really really bad from a mapmaking perspective. The fact that you guys have no direct experience with maps outside of ladder does not really help either.


We were being very general rather than specific for the most part, but would you care to elaborate?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 16 2015 01:55 GMT
#36
On July 15 2015 11:10 Whitewing wrote:
Show nested quote +
On July 15 2015 05:28 Uvantak wrote:
Watching the vod I can't really help but feel that you guys should really have had a mapmaker there... Talking about LoS Blockers, Xel'nagas, unit splitting for map control, terrain advantages for map control and all that without a mapmaker to aid you guys guide the discussion was really bad.

Talking with blanket statements such as "Great map", "Awful map", "More LoS Blockers", "Less Xel'nagas", is really really bad from a mapmaking perspective. The fact that you guys have no direct experience with maps outside of ladder does not really help either.


We were being very general rather than specific for the most part, but would you care to elaborate?

Sorry, I had forgotten that I had commented here, as you said you were all very general about maps and their features, but even when I know you weren't really serious about about saying things such as "great map" when referring to Ohana and others. But what really irked me was how away from applicability the whole thing when touching maps was, touching into unpathable areas without touching into other more linked things such as the general openness of the place, which is very very important when regarding unpathable areas on maps.

At the same time it is understandable because you wanted to stay in topic, but some of these topics, can't be touched without going into more detail, because map control and maps are so deeply connected, the fact that the big bulk of your contact with maps also comes from lader leaves a bad taste on my mouth too, but there's nothing that can be done about that.

Overall I really enjoy the show, it is that these things "rustle my jimmies".
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2015-07-16 02:33:19
July 16 2015 02:32 GMT
#37
On July 16 2015 10:55 Uvantak wrote:
Show nested quote +
On July 15 2015 11:10 Whitewing wrote:
On July 15 2015 05:28 Uvantak wrote:
Watching the vod I can't really help but feel that you guys should really have had a mapmaker there... Talking about LoS Blockers, Xel'nagas, unit splitting for map control, terrain advantages for map control and all that without a mapmaker to aid you guys guide the discussion was really bad.

Talking with blanket statements such as "Great map", "Awful map", "More LoS Blockers", "Less Xel'nagas", is really really bad from a mapmaking perspective. The fact that you guys have no direct experience with maps outside of ladder does not really help either.


We were being very general rather than specific for the most part, but would you care to elaborate?

Sorry, I had forgotten that I had commented here, as you said you were all very general about maps and their features, but even when I know you weren't really serious about about saying things such as "great map" when referring to Ohana and others. But what really irked me was how away from applicability the whole thing when touching maps was, touching into unpathable areas without touching into other more linked things such as the general openness of the place, which is very very important when regarding unpathable areas on maps.

At the same time it is understandable because you wanted to stay in topic, but some of these topics, can't be touched without going into more detail, because map control and maps are so deeply connected, the fact that the big bulk of your contact with maps also comes from lader leaves a bad taste on my mouth too, but there's nothing that can be done about that.

Overall I really enjoy the show, it is that these things "rustle my jimmies".


Ah I see, well if it helps you feel any better, we have tested and played a good number of games on non-ladder maps, for fun and for the TL map contests, so it's not as if we only have ladder experience.

We did keep a lot of that to a minimum because we wanted to stay on topic. We are planning on doing a map episode in the future, so please wait for that ^_^.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BrokenSegment
Profile Joined July 2015
36 Posts
July 17 2015 05:54 GMT
#38
On July 16 2015 11:32 Whitewing wrote:
Show nested quote +
On July 16 2015 10:55 Uvantak wrote:
On July 15 2015 11:10 Whitewing wrote:
On July 15 2015 05:28 Uvantak wrote:
Watching the vod I can't really help but feel that you guys should really have had a mapmaker there... Talking about LoS Blockers, Xel'nagas, unit splitting for map control, terrain advantages for map control and all that without a mapmaker to aid you guys guide the discussion was really bad.

Talking with blanket statements such as "Great map", "Awful map", "More LoS Blockers", "Less Xel'nagas", is really really bad from a mapmaking perspective. The fact that you guys have no direct experience with maps outside of ladder does not really help either.


We were being very general rather than specific for the most part, but would you care to elaborate?

Sorry, I had forgotten that I had commented here, as you said you were all very general about maps and their features, but even when I know you weren't really serious about about saying things such as "great map" when referring to Ohana and others. But what really irked me was how away from applicability the whole thing when touching maps was, touching into unpathable areas without touching into other more linked things such as the general openness of the place, which is very very important when regarding unpathable areas on maps.

At the same time it is understandable because you wanted to stay in topic, but some of these topics, can't be touched without going into more detail, because map control and maps are so deeply connected, the fact that the big bulk of your contact with maps also comes from lader leaves a bad taste on my mouth too, but there's nothing that can be done about that.

Overall I really enjoy the show, it is that these things "rustle my jimmies".


Ah I see, well if it helps you feel any better, we have tested and played a good number of games on non-ladder maps, for fun and for the TL map contests, so it's not as if we only have ladder experience.

We did keep a lot of that to a minimum because we wanted to stay on topic. We are planning on doing a map episode in the future, so please wait for that ^_^.


Good! I am looking forward to that!
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 17 2015 07:22 GMT
#39
Oh for sure Whitewing, I'll be absolutely looking forward to it.

Regarding the show itself as feedback, I realized that it would very nice if you guys used more graphics and drawings to express your ideas, specially when you are talking about army positioning and abstract things like that which need visual aid. I'm not saying that all of these graphics should be hyper top notch with graphic designers hired to do, but it would be really useful, for conveying ideas if you guys used programs such as Paint.net or others to show what you mean when talking about abstract things.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
BrokenSegment
Profile Joined July 2015
36 Posts
July 19 2015 07:29 GMT
#40
On July 17 2015 16:22 Uvantak wrote:
Oh for sure Whitewing, I'll be absolutely looking forward to it.

Regarding the show itself as feedback, I realized that it would very nice if you guys used more graphics and drawings to express your ideas, specially when you are talking about army positioning and abstract things like that which need visual aid. I'm not saying that all of these graphics should be hyper top notch with graphic designers hired to do, but it would be really useful, for conveying ideas if you guys used programs such as Paint.net or others to show what you mean when talking about abstract things.

Yes!!
A whiteboard... blackboard.... whatever you call it!
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