TLMC7 Finalists Announced - Page 4
Forum Index > SC2 General |
Adept
United States472 Posts
| ||
InfCereal
Canada1759 Posts
| ||
Randomaccount#77123
United States5003 Posts
| ||
Fatam
1986 Posts
On May 20 2016 23:53 SidianTheBard wrote:+ Show Spoiler + Annihilation Station: Solid macro map, easy to grab natural & third, lots of movement throughout the entire map, enough bases to take. Apotheosis: This was one of my favorites, although not sure I'm a huge fan of the gold base (I told -0 this) and also I'm not sure I"m a fan of the rock tower/choke now. I feel like knocking down those rocks and placing a tank or two while you ferry units over is going to be a very deadly push for terran. (Think dash and terminal tanks shelling the natural from behind the rocks) Frozen Zone: Not really a fan of this one. You either have Polar Night Main/Nat/3rd, which we've already seen, or the whole main/nat/3rd hugging the main. Gold bases will never get used unless you're super far ahead. I also think it gets a little awkward to expand if you're going for late game. Cloud Kingdom 2.0: Should be a solid map. Great re-texture job! ![]() Korhal Killzone: My map, won't comment on because it's the perfect map (lol) Namaste: Okay, besides the aesthetics I do not like this map one bit. The top half is EXTREMELY choked. The bottom half will never get used. Even zerg, the only race that would like to expand towards the bottom would have to expand a loooong as hell way away to get to that base. It's been awhile since we played Ohana but I really don't want to see wonwonwon 24/7 again. Seriously the entire top half has like single wide forcefield chokes, no places for surrounds and you can even knock down a rock tower to completely block off any chance of the zerg flanking you. Paladino Terminal: It's a decent rush map, but pathing seems a little boring, but since it's super small there isn't a whole lot you can do with pathing. The middle choke is neat (I believe it blocks the bigger units?) This map should never get past 4 base vs 4 base as it'll just be too aggressive (nothing wrong with that though) Shiva: It could play for very interesting games, I like the "moonlight madness" rock tower that the enemy can break down on the offensive to lock out the natural from the third. Not sure I'm a huge fan of the northeast section of the map, seems everything is always going to gravitate towards the southwest/middle. Terran taking the gold as their third and parade pushing in might be a little too strong, especially if you set up a tank or two by the other gold and shell over into the natural. Aiur Plateau: Perfect example of a new map. Unfortunately with all new maps, if it got ladder it'd probably be veto'd more then Korhal Carnage (I can make this joke because that was my map...) I can't even wrap my head around how this would play to be honest. It's very neat and well thought out. Would 12 pool be too strong since there are two (technically three) entrances into the main? Would any speedling opener be too strong? Tough to say without playing it a ton. Dasan Station: The main/aggressive gold seem to be the only interesting things on this map. I'll love to see how that is going to play out but the rest of the map is just boring to me and I don't know if it'll ever get used. The 2oclock & 8oclock part of the map is soooo far away by ground that expanding there (and defending) is going to be tough so you're always going to see people expanding behind their gold minerals but then you have to worry about the super aggressive path in the middle all the while looping alllll the way back around to defend your natural/3rd. Eris: Not too much of a fan of this map either, I prefered other Uvantak maps over this one. I do like the main/nat/3rd setup but after that I think it gets a little boring. All bases hugging the edges, a ton of rocks to prevent any early game movement. The gold bases just seem & feel awkward and I don't think will ever get used. Uvantak has a million great maps and at least for me, this isn't one of them. New Gettysburg: Hi, welcome to sc2 I would like to build 1 barracks here. Okay, time to build a factory...hmm...guess I'll build that factory on the low ground by the Ulrena type bridge because there is no god damn room in the main, natural, 3rd, 4th, 5th, etc etc etc etc. It's an interesting map although air blockers tend to be very buggy. I also dont think they serve much of a point because libs, banshees, voids, oracles, mutas(?) seem like they should all be able to still harass & deny minerals/gas from behind the walls. It's also a very boring movement wise map, you go across the long ass choked bridge or you go north and fight in the wide open area. Caldeum Plateau: I like this map a lot, especially mid/late game. Although I would like it better if the inbase natural didn't have the debris on it, otherwise the other natural you can take just feels so far away with a lot of chokes you have to defend. The early game scares me on this map so I feel you'll see a lot of non-sense right away. If it gets to mid/late game I like this map a ton. Either remove the debris or block off the ramp by the natural that goes toward the gold, then the attack has to commit to either attacking from the gold base into that tight choke or they'll have to commit the entire other way up the ramp and into your natural. Flame Juggler: Best gold map, I liked it a ton when Fatam originally posted it. Easy natural, aggressive gold that forces movement on the northeast side of the map or else your gold will get denied. Bottom half open but more base dense for the zerg, top half less base dense but chokier for the others. Close 3rd if you choose not to gold it. A+ Gojira Greenhouse: Some of the movement on this map will feel a little awkward especially with the gold base mineral walls. I think I would try to open the map up a little more in certain areas because some of it seems a little too choked off. I like the main/downramp natural/gold base mineral wall, but I dislike the other "natural" choice. It's very fair away and the path to get to it (with those 4 high ground overlord pods) seems unneccassary. I think if we could open the map up a little more and change up that 2oclock/8oclock "natural/3rd" regular base a bit it'd be a solid map. ___ Either way, take this feedback as you will, congrats to all finalists! Excited to see these maps played! ![]() Interesting thoughts, agreed on a lot of the maps. I never even noticed the golds on Eris somehow, they are definitely questionable. I had a couple issues with 2 of the maps here primarily. I'm a fan of many Avex maps (Caldeum's final iteration turned out fantastic, I'm really interested to see how a lot of the features work out there. It's surprising but the simple unbuildable rocks on the in-base nat has almost never been seen before. Maybe because it favors terran? idk) but I'm actually not big on Gojira. It's 3 base behind 1 small choke? 4 if you count the mineral wall gold base. Yes drops and blink and air units are a thing, but doesn't zerg just lose auto-lose here? Protoss opens stargates into 3 base and zerg literally can't pressure him at all at any point barring desperation nydus, which will probably be shut down if the protoss is expecting it (and he should be). GG. Also terran probably shits on zerg here as well. Just my 2 cents. Don't get me wrong I think the map has plenty of potential if you open up another way for ground armies to get stuff done; the main-nat is inventive. But get ready for nydus all-ins all day err' day on this map. More brutal honesty: I don't think the "new" in New Gettysburg is going to work at all, I think people will only take the ground bases most of the time and it will just be Ulrena with more open bases. Ulrena is cool but I think this map was chosen because of the islands. The main issue I see here is that either you a) go for a fairly standard army that is mostly ground-based and you can't take the islands because you're on the ground, or b) you go for a more air-centered style but then you die to ground armies because the ground bases and surrounding areas are too open and the rush distance isn't that long even if you go around so you can't hold pushes that try to punish you. Terran can probably take the closer island base some of the time because they don't have to sacrifice as much to pull it off but it's kind of BS if terran is the only race able to take an island. Maybe some of the god Korean protosses can make it work, idk. Also as has been mentioned before, air blockers are super buggy, so there's that. And for the positive: I'm excited that maps like Annihilation Station and Korhal Killzone are finally getting their time. They've both been good maps for a long time. Lots of other insanely good maps as well. Tourney should be beyond good. | ||
NewSunshine
United States5938 Posts
On May 21 2016 03:16 Barrin wrote: ATTENTION FINALISTS!!! Here is an invitation from BaseTradeTV to talk about your map(s) on one of the days that they will be hosting the tournament featuring all 15 finalist maps: On May 17 2016 11:32 BasetradeTV wrote: This is an open invite to any of the map makers, whom have their maps selected for the tournament, to join us on stream during one of the days to discuss their map. Only requirement is to have a half decent microphone and stable internet connection! Here is the (current) full schedule: If you're interested, I'm sure they'd appreciate it if you contacted them soon! BaseTradeTV Map Test Tournament They picked a real bad time, Overwatch comes out the 23rd. | ||
Charoisaur
Germany15867 Posts
| ||
Charoisaur
Germany15867 Posts
I just hope korhal killzone and eris will end up on the ladder. kinda wish all 7 ladder maps would be from this contest. | ||
NewSunshine
United States5938 Posts
| ||
Charoisaur
Germany15867 Posts
Macro map: Apotheosis (annihilation station and galactic process are fantastic too but I really want to see how Apotheosis plays out) Rush map: Korhal Killzone (Namaste and shiva are great too) Gold map: Flame Juggler (Caldeum plateau looks interesting too) New map: Eris As happy as I was when it was announced that KSS and Frost return to the mappool now I'd prefer it if they scrapped them and instead let us play on more new maps from this contest. I don't think galactic process is a complete copy from CK as some people mentioned. With the gold bases, the destructible rocks and the slightly different base layout in the middle it has enough features to differentiate it from CK. Would love to play on it. | ||
Supernova1
1 Post
User was banned for this post. | ||
![]()
Jer99
Canada8157 Posts
On May 21 2016 05:55 Supernova1 wrote: only just registered, but just gonna say, if I wanted to daybreak, I would play daybreak, not annihilation station, if I wanted to play belshir vestige, I would play belshir vestige, not apohtheosis, if I wanted to play polar night, I would play polar night, not frozen zone, and lastly, if I wanted to play cloud kingdom, I would play cloud kingdom, not galactic process. in other words I would play heart of the swarm. There's an expansion for that, it's called heart of the swarm | ||
![]()
monk
United States8476 Posts
On May 21 2016 05:55 Supernova1 wrote: only just registered, but just gonna say, if I wanted to daybreak, I would play daybreak, not annihilation station, if I wanted to play belshir vestige, I would play belshir vestige, not apohtheosis, if I wanted to play polar night, I would play polar night, not frozen zone, and lastly, if I wanted to play cloud kingdom, I would play cloud kingdom, not galactic process. in other words I would play heart of the swarm. You know we can see your IP, right? | ||
Meavis
Netherlands1300 Posts
| ||
Ragoo
Germany2773 Posts
On May 21 2016 06:04 Meavis wrote: I'll never stop being amazed by the comparisons between maps some people can come up with. It"s 80% aesthetics. And then some basic features like 2p or 4p or certain gimmicks that people can easily identify. So no, I'm not surprised anymore. This is a sick TLMC btw | ||
Elentos
55456 Posts
And I'm not sure that's not just because I never liked Polar Night. | ||
Superouman
France2195 Posts
NewSunshine is one my smurf accounts in the map making community. It was hard to wake up in the middle of the night to pretend to be american on that account Now the secret is out but now i can have a free money shower from that tlmc with that map ![]() | ||
-NegativeZero-
United States2141 Posts
lol whose smurf is that? | ||
-NegativeZero-
United States2141 Posts
On May 20 2016 23:38 TheSkunk wrote: Anyone else keep checking this thread just to see a rant from Meavis? He always has harsh words for the maps the judges pick :p never forget this glorious ragequit | ||
Semmo
Korea (South)627 Posts
Macro Maps: Annihilation Station: I don't know why this map is special, even as a macro map. For me it looks ugly because it's just squarey and there seems to be not much flow so yeah. Apotheosis: Pretty nice map, I like how it made the really long map idea work. Also I love bridges so yeah. Frozen Zone: Uhh okay... The surface area for mains is way too big, and there are no rewards for that. You're forced to take down the rocks to take the back expo which I think isn't good. It's also quite ugly so I think it'll need ugly in the cliff aesthetics etc. Galactic Process: I wonder if the back rocks near the 11 o clock and 5 o clock are needed, seems a bit redundant to me. Natural might be a bit too hard. Rush Maps: Korhal Killzone: I don't really have an opinion on this map, but I hate square cliffs (my pet peeve). Seems ok. Namaste: What the hell is going on at the bottom of the map? Just seems rather shit... everything is far apart and there are so many redundant features. If it's supposed to be rush map, why are there random shit going on the map that doesn't add to it? Also, please no square cliffs.. The contrast of colors is nice though. Palandino Terminal: Pretty cool map, feels like a throwback to WoL. I hope it works. I feel like it might not work though. Would've liked narrower ramps at the rocked ramps, though. Shiva: I like the look of this map. It's an attempt at 45 degree mirror that works like a rota symmetric, so I hope it works. New Maps: Air Plateau: The top and the bottom of the map should have been more elaborate I think, just a thin path for so long seems a bit dull. Fun idea though. Dasan Station: Fun map, I wish the outskirts of the map would have been better used though. Eris: The rock positioning kinda discourages the use of the whole map, I wish that aspect was fixed. the top left and bottom right corners are not well done though imo. New Gettysburg: I feel like there too many islands perhaps. It might encourage air play, but I feel that it might become a win more feature. The rest of the map is well done, good flow and all. Gold Maps: Caldeum Plateau: Only two golds are placed well, the 3 o clock and 9 o clock ones. Others are pretty badly placed... Front natural is just weirdly shaped and doesn't increase the quality of the map at all, just gimmicky honestly. However, bridge+. Flame Juggler: Hearthstone okay. Looks like that changed Blizzard map changed again. I don't know if this map will work? Probably not... But It should have been rush map, not a gold map. Might work. Gojira GreenHouse: Adjective Noun. The idea of gold minerals blocking paths is a good one, but it'd be better suited for more closed off map. Except for the backdoor, the other one at the middle of the map are kinda meh... Center cliffs are just weird and II don't like it. Square Cliffs-. Also, shame on you for having no 4p maps. Those are way cooler if done right. | ||
Cluster__
United States328 Posts
| ||
| ||