I think it's cool that they finally allow to have stronger economy again, but i'd prefer to make stronger economy the standard instead of a gimmick.
Teamliquid Map Contest 8 - Page 2
Forum Index > SC2 General |
Clarifications/Changes: Rush distance for Rush maps has been changed from "about 35-50 seconds" to "about 35 seconds". The definition of Macro map has been changed to: "A map that favors defensive play and encourages players to reach end game unit compositions." New Rule: You may use permanent neutral abilities onto all maps such as Force Field or Blinding Cloud. However, note that if these features cause performance issues on lower end computers, these maps may be edited or not considered for ladder. | ||
Siegetank_Dieter
45 Posts
I think it's cool that they finally allow to have stronger economy again, but i'd prefer to make stronger economy the standard instead of a gimmick. | ||
-NegativeZero-
United States2140 Posts
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BretZ
United States1510 Posts
the altered resource category is promising | ||
insitelol
845 Posts
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Lambertus
South Africa961 Posts
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Fatam
1986 Posts
On February 06 2017 08:22 SidianTheBard wrote: You weren't kidding about the fast turn around this TLMC. Plus being able to have 4 submissions. Oh lordy I'm excited! Best of luck to everybody! ![]() I believe last time they allowed up to 5 submissions. Unless my memory is playing tricks on me. Of course 4 is plenty, especially with the short time before deadline, so no complaints here. On February 06 2017 14:31 insitelol wrote: Will there be a category: A decent and balanced map we can actually play on? Yes because TLMC has never produced any good maps. Anyway, if you like maps that pretty much stick to the status quo then that is what the macro category is for. You should look forward to those finalist maps. | ||
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The_Templar
your Country52797 Posts
On February 06 2017 15:22 Fatam wrote: I believe last time they allowed up to 5 submissions. Unless my memory is playing tricks on me. Of course 4 is plenty, especially with the short time before deadline, so no complaints here. This is incorrect - we have never allowed more than 4 submissions, and the last TLMC had the same submission restrictions as this one. | ||
Nerchio
Poland2633 Posts
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Ej_
47656 Posts
Someone tell the brainiacs at Blizzard that not every macro map is required to provide a free 3rd base to turtle on. | ||
SetGuitarsToKill
Canada28396 Posts
On February 06 2017 17:23 Nerchio wrote: I was happy about those before until Blizzard picked Dasan Station ![]() Dasan Station gave us that one good Stats vs Scarlett game though so I'm expecting Blizzard to pick several more like it. | ||
Fatam
1986 Posts
edit: considering "normal" maps make up probably 80% or more of maps | ||
Enekh
Korea (South)73 Posts
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Samro225am
Germany982 Posts
Also the Rush category is a bit ambiguous with rush distances as long as 50 seconds. | ||
ArtyK
France3143 Posts
HotS seconds right? Cause there hasn't been a 2 player map that took longer than 50 seconds in lotv (just tested apotheosis and it's ~48) Even 50 HotS seconds isn't really a rush map imo, it's basically the current map pool except for paladino. | ||
Charoisaur
Germany15866 Posts
On February 06 2017 17:32 SetGuitarsToKill wrote: Dasan Station gave us that one good Stats vs Scarlett game though so I'm expecting Blizzard to pick several more like it. 1 good game and 100 terrible games... Yeah I totally want to see more maps like that. | ||
InfCereal
Canada1759 Posts
On February 06 2017 17:30 Ej_ wrote: A separate category for in-base natural xddddddddd Someone tell the brainiacs at Blizzard that not every macro map is required to provide a free 3rd base to turtle on. I'd love to know how you turtle on 3 bases when your main mines out in 6 minutes. | ||
Charoisaur
Germany15866 Posts
On February 06 2017 17:30 Ej_ wrote: A separate category for in-base natural xddddddddd Someone tell the brainiacs at Blizzard that not every macro map is required to provide a free 3rd base to turtle on. Yeah that's terrible that macro maps need to have an inbase-nat. Not sure what the thought process is behind that.. @above: Just watch some dusk towers games to see how to turtle on 3 bases. | ||
insitelol
845 Posts
On February 06 2017 20:20 InfCereal wrote: I'd love to know how you turtle on 3 bases when your main mines out in 6 minutes. More than enough for me to make 200/200 carrier deathball. | ||
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Plexa
Aotearoa39261 Posts
On February 06 2017 17:40 Fatam wrote: In base naturals are the easiest way to meet the objective of two easily defendable close by bases, but I'd imagine something like Deadwing would also fit into that category. Ah i missed that the macro category maps HAVE to have an in-base nat essentially. Not sure I'm a fan of that; you can definitely make a macro-favored map without one. Hmm. What category do "normal" maps go into, exactly? edit: considering "normal" maps make up probably 80% or more of maps | ||
Gwavajuice
France1810 Posts
On February 06 2017 20:20 InfCereal wrote: I'd love to know how you turtle on 3 bases when your main mines out in 6 minutes. at 6 min you low mineral patch still have more than 400 min, and the high ones are at 800, just fyi. And yes 3 base turtle is a thing, and I don't want to see defensive mech being made stronger, it's already boring enough to play against. | ||
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