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Teamliquid Map Contest 8 - Page 3

Forum Index > SC2 General
229 CommentsPost a Reply
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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.
Fatam
Profile Joined June 2012
1986 Posts
February 06 2017 14:12 GMT
#41
hmm yeah. I guess there's a little flexibility with the rule. Still seems like you can't submit a lot of normal maps, like say if Abyssal Reef was made now instead of a few months ago it couldn't be submitted in its current form. It wouldn't fit in any of these categories.

Of course if Blizzard just isn't interested in normal maps (perhaps they plan to keep stuff like whirlwind around forever and don't feel the need for any more to be made) then that's cool, and totally their choice. We have plenty to give them that isn't normal
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
paralleluniverse
Profile Joined July 2010
4065 Posts
February 06 2017 14:12 GMT
#42
I highly doubt anything good will come out of the experimental category. I mean seriously, how interesting can adjusting the number of minerals be?

It's also doubly gimped because that category is less likely to win a prize compare to the macro category, which in turn reduces the quality of experimental submissions further.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2017-02-06 14:40:04
February 06 2017 14:18 GMT
#43
1. Macro Map

Player have a choice to expand to two different expansion locations from the main. Expansion locations could be defended easily.

This is a ridiculous definition of a macro map.

So Frost is not a macro map then (it has only one expansion location from the main)?

A better definition would be "characterized by medium to long rush distances, players generally being able to take expansions safely in the early game, a large number of expansion locations."
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
February 06 2017 16:24 GMT
#44
Woohoo TLMC
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Adept
Profile Joined December 2009
United States472 Posts
February 06 2017 18:16 GMT
#45
Hypeeeee!! :D
"HSC casting is essentially an LR thread read aloud." -ThomasjServo
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 06 2017 19:19 GMT
#46
On February 06 2017 23:12 paralleluniverse wrote:
I highly doubt anything good will come out of the experimental category. I mean seriously, how interesting can adjusting the number of minerals be?

It's also doubly gimped because that category is less likely to win a prize compare to the macro category, which in turn reduces the quality of experimental submissions further.

I think it could have some subtle effects on game flow that could be helpful.

Two old examples that come to mind were the initial GSL versions of Tal'Darim Altar and Daybreak, where a third base that had its positional advantages offset by being a reduced 6m1g base. On Tal'Darim Altar, that third base was the safer of the two choices. On Daybreak, the forward third base offered offensive positional advantages. Both maps were altered in the ladder versions to switch those 6m1g bases to become standard 8m2g bases blocked by rocks.
ㅇㅅㅌㅅ
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2017-02-06 19:24:55
February 06 2017 19:24 GMT
#47
I hope they will have 4 defensive macro maps in the map pool. That way people that want to play Starcraft can do so and people who want to play gimmicky aggressive maps can do so as well.

The reason this game has declined is that aggressiveness, worker killing and speed is rewarded more then though and positional play.

I have never heard of anyone quitting the game because there are too many defensive macro maps in the map pool.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2017-02-06 20:09:29
February 06 2017 20:07 GMT
#48
On February 06 2017 23:12 paralleluniverse wrote:
I highly doubt anything good will come out of the experimental category. I mean seriously, how interesting can adjusting the number of minerals be?

It's also doubly gimped because that category is less likely to win a prize compare to the macro category, which in turn reduces the quality of experimental submissions further.

I can see why you'd think that, given that Blizzard hasn't allowed it all these years, but think back to Jacky's Crevasse. That's an excellent example of how you can make something interesting by virtue of altered resource counts. By having a partial in-base expansion, you discourage players from sitting still as long, pushing them to take the third base in the middle of the map, encouraging more action. However, if that partial base wasn't there, the third would be your natural, and of course way too hard to take. It won't be flashy, but it can have a solid impact. It was a silly restriction to have, that eliminated the possibility of certain types of maps. In short, partial bases can allow for entirely new designs to emerge, and I would say you can look forward to that.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ziggy
Profile Blog Joined June 2013
South Korea2107 Posts
February 06 2017 20:51 GMT
#49
Please, give us some alternatives to the current mappool...
WriterDefeating a sandwich only makes it tastier. @imjustziggy
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 07 2017 00:47 GMT
#50
good luck everybody!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Danglars
Profile Blog Joined August 2010
United States12133 Posts
February 07 2017 01:07 GMT
#51
Experimental you say. Kulas Extreme?
Bring back TL Attack!
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
tili
Profile Joined July 2012
United States1332 Posts
February 07 2017 02:20 GMT
#52
yes!!!
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 07 2017 03:15 GMT
#53
I hope they keep these relaxed resource rules for future map contests and ladder. It could make the game a bit more interesting and refreshing.
ㅇㅅㅌㅅ
Mightygear
Profile Joined November 2015
81 Posts
February 07 2017 14:09 GMT
#54
Good Luck to all who take part - Sadly won't be able to take part this time :|
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 07 2017 14:26 GMT
#55
On February 07 2017 04:24 MockHamill wrote:
I hope they will have 4 defensive macro maps in the map pool. That way people that want to play Starcraft can do so and people who want to play gimmicky aggressive maps can do so as well.

The reason this game has declined is that aggressiveness, worker killing and speed is rewarded more then though and positional play.

I have never heard of anyone quitting the game because there are too many defensive macro maps in the map pool.


"Positional play" makes me want to kill myself. I started starcraft with WoL, which was one base all day every day. Starcraft 2 is an aggressive, action game.

I'd be pretty fucking pissed if they made the entire map pool agression proof.
Cereal
Comedy
Profile Joined March 2016
469 Posts
Last Edited: 2017-02-07 22:09:22
February 07 2017 22:09 GMT
#56
On February 06 2017 21:16 Plexa wrote:
Show nested quote +
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.


daybreak/overgrowth?

standard macro maps, no inbase expansion stuff

inbase expansion maps are generally worse, might just be a coincidence though
Comedy
Profile Joined March 2016
469 Posts
February 07 2017 22:10 GMT
#57
On February 07 2017 04:24 MockHamill wrote:
I hope they will have 4 defensive macro maps in the map pool. That way people that want to play Starcraft can do so and people who want to play gimmicky aggressive maps can do so as well.

The reason this game has declined is that aggressiveness, worker killing and speed is rewarded more then though and positional play.

I have never heard of anyone quitting the game because there are too many defensive macro maps in the map pool.


ur basically advocating turtling. i guess ur a mech player that wants to build siege tanks, turrets, pf's and tech to ravens or bc's. nice
Comedy
Profile Joined March 2016
469 Posts
February 07 2017 22:11 GMT
#58
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!


please never rape everyone playing on medium settings and above ever again like you did with abyssal reef
Comedy
Profile Joined March 2016
469 Posts
February 07 2017 22:13 GMT
#59
overall it's sad that a website like TL.net, whos got years of experience in Sc2/bw, is encouraging of the blizzard school of thought that we need all these maps w/ weird concepts and experimental stuff.

What we need is quality maps. Maps that are solid. Smooth and easy to play on for the people that are left on the ladder. None of this gimmicky shit like we've had in the map pool for the last couple of years.

OverGrowth/DayBreak/Coda Etc .... more of this.....

less of lurilek, ulrena, dasan station, this kind of garbage which is not fun to play on at all and for 95% of the time creates garbage games
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
February 07 2017 22:17 GMT
#60
On February 08 2017 07:13 Comedy wrote:
overall it's sad that a website like TL.net, whos got years of experience in Sc2/bw, is encouraging of the blizzard school of thought that we need all these maps w/ weird concepts and experimental stuff.

What we need is quality maps. Maps that are solid. Smooth and easy to play on for the people that are left on the ladder. None of this gimmicky shit like we've had in the map pool for the last couple of years.

OverGrowth/DayBreak/Coda Etc .... more of this.....

less of lurilek, ulrena, dasan station, this kind of garbage which is not fun to play on at all and for 95% of the time creates garbage games

Nah experimentation is good. I agree that most maps should be solid ones, but if that's all people ever care for we will never see new concepts which work as well. That's pretty boring tbh.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
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