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Teamliquid Map Contest 8 - Page 2

Forum Index > SC2 General
229 CommentsPost a Reply
Prev 1 2 3 4 5 10 11 12 Next All
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
Profile Joined June 2016
45 Posts
February 06 2017 02:39 GMT
#21
honestly, blizzard should just revert the ressources per base back to hots or atleast find a healthy middleground. LotV's low economy hurts the game.

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-
Profile Joined August 2011
United States2142 Posts
February 06 2017 02:46 GMT
#22
altered resource rule is going to be very interesting but i wish we could use mineral nodes with more than 1500 minerals. personally i've always wanted to try a map with bases that have 6 nodes of 2000 minerals each - the same resource count as an old wol/hots base, but with reduced rate of income.
vibeo gane,
BretZ
Profile Joined May 2011
United States1510 Posts
Last Edited: 2017-02-06 04:35:38
February 06 2017 04:35 GMT
#23
always excited to see what the mapping community comes up with for these contests

the altered resource category is promising
insitelol
Profile Joined August 2012
845 Posts
February 06 2017 05:31 GMT
#24
Will there be a category: A decent and balanced map we can actually play on?
Less is more.
Lambertus
Profile Joined February 2010
South Africa977 Posts
February 06 2017 06:19 GMT
#25
This is so exciting, I always look forward to this
The only known Reverend on TL playing SC2 and BW (http://www.teamliquid.net/forum/viewmessage.php?topic_id=409226)
Fatam
Profile Joined June 2012
1986 Posts
February 06 2017 06:22 GMT
#26
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.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 06 2017 06:53 GMT
#27
On February 06 2017 15:22 Fatam wrote:
Show nested quote +
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.

This is incorrect - we have never allowed more than 4 submissions, and the last TLMC had the same submission restrictions as this one.
Moderatorshe/her
TL+ Member
Nerchio
Profile Joined October 2009
Poland2633 Posts
February 06 2017 08:23 GMT
#28
I was happy about those before until Blizzard picked Dasan Station
Progamer"I am the best" - Nerchio , 2017.
Ej_
Profile Blog Joined January 2013
47656 Posts
February 06 2017 08:30 GMT
#29
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.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
February 06 2017 08:32 GMT
#30
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.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-02-06 08:52:30
February 06 2017 08:40 GMT
#31
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
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Enekh
Profile Joined December 2012
Korea (South)73 Posts
February 06 2017 08:46 GMT
#32
It's time to take off the name of Dasan
Twitter : @Enekh / Creator of Acolyte, Dasan Station / Former Intothemap Admin
Samro225am
Profile Joined August 2010
Germany982 Posts
February 06 2017 09:52 GMT
#33
I got to say I am not a fan of the imperative optional natural expansion. I would expect to see turtle maps on the one hand and goofy backdoor setups on the other hand - with harrasable-to-abusive in-base setups as the 'golden' middle path. Few map makers will get the balance right which will be needed here. Rather I would have favored a guideline for optional and easily defendable third bases, which would have to be designed in a way that stretches the player's defense out, when taking both optional thirds as quick four base plays.

Also the Rush category is a bit ambiguous with rush distances as long as 50 seconds.
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2017-02-06 10:33:45
February 06 2017 10:30 GMT
#34
"If a worker moved from the top of the main ramp to the top of the enemy’s main ramp, it would take about 35 – 50 seconds. In general, this type of map should promote early aggression in a game."

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.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Charoisaur
Profile Joined August 2014
Germany16024 Posts
February 06 2017 11:20 GMT
#35
On February 06 2017 17:32 SetGuitarsToKill wrote:
Show nested quote +
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.

1 good game and 100 terrible games...
Yeah I totally want to see more maps like that.
Many of the coolest moments in sc2 happen due to worker harassment
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 06 2017 11:20 GMT
#36
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.
Cereal
Charoisaur
Profile Joined August 2014
Germany16024 Posts
Last Edited: 2017-02-06 11:27:40
February 06 2017 11:25 GMT
#37
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.
Many of the coolest moments in sc2 happen due to worker harassment
insitelol
Profile Joined August 2012
845 Posts
February 06 2017 11:39 GMT
#38
On February 06 2017 20:20 InfCereal wrote:
Show nested quote +
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.

More than enough for me to make 200/200 carrier deathball.
Less is more.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 06 2017 12:16 GMT
#39
On February 06 2017 17:40 Fatam wrote:
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
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.
Administrator~ Spirit will set you free ~
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2017-02-06 14:08:05
February 06 2017 14:06 GMT
#40
On February 06 2017 20:20 InfCereal wrote:
Show nested quote +
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.


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.
Dear INno and all the former STX boys.
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