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Teamliquid Map Contest 8 Results - Page 4

Forum Index > SC2 General
184 CommentsPost a Reply
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franzji
Profile Joined September 2013
United States583 Posts
February 20 2017 18:18 GMT
#61
I would love to see a standard, beach looking map like Paradise Lost with all of it's colors and themes minus everything how Paradise Lost is designed.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37103 Posts
February 20 2017 18:22 GMT
#62
On February 20 2017 16:31 ZigguratOfUr wrote:
Geumgangsan's neutral force fields are horrible. First of all they don't appear on the minimap or through the fog of war. They absolutely should. And because this isn't hard to do at all, I'll assume the mapmaker was being careless and none of the judges actually opened up the map. Secondly they mess with pathing. Units don't know how to path around forcefields and will get stuck on them. You thought the air blockers on New Gettysburg were bad? This is a lot worse. Those forcefields in the middle of the map are in optimal positions to get units stuck. Third of all neutral forcefields aren't in the slightest balanced. Zergs can take the pocket base after building ravagers, Protoss after building colossi or archons. Terran has to build a thor. So Terran's chances in a macro game against Zerg or Protoss on this map aren't great to say the least. At least against Protoss you can try to rush out siege tanks and drop them inside the pocket base to siege the main from the inside. I really miss losing PvTs on Return of the King.

In all honesty, if the force fields were programmed to disappear after the first 5 minutes for the ones that are blocking the in-base expansions, and then the rest of the force fields were programmed to disappear after 10, 12, 15 minutes, then I think it could be a really fun map with an interesting "new" concept.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
MrMischelito
Profile Joined February 2014
347 Posts
February 20 2017 18:24 GMT
#63
I like the maps' textures and tilesets. most of the maps look really beautiful!
ruypture
Profile Joined May 2014
United States367 Posts
February 20 2017 18:24 GMT
#64
Definitely down with the consensus of STANDARD and NONSTANDARD as the categories. Anything more than that is too restrictive on design.

Every good map has always had multiple viable strategies or types of play. Forcing players to make maps where rushing or macroing are unviable is horrible for players and makers.

Just because a map favors hyper-aggressive styles doesn't make it a "whacky fun crazy" map. It makes it a stupid boring map where you are obligated to rush/cheese/allin because anything else will lose.

On the same end, maps that are huge with tons of bases aren't particularly interesting either. Maps like Whirlwind or Alterzim are boring because everyone just goes town center first every single game. Although those types of maps are more acceptable than small maps purely because stronger safer economy means more freedom in army composition, sometimes.
어윤수|이신형|이재동|이승형
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 20 2017 18:41 GMT
#65
On February 21 2017 03:18 youngjiddle wrote:
I would love to see a standard, beach looking map like Paradise Lost with all of it's colors and themes minus everything how Paradise Lost is designed.


You can expect one in the next TLMC a few months from now. I already posted a map thread on it.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2017-02-20 19:41:52
February 20 2017 18:43 GMT
#66
On February 21 2017 03:17 InfCereal wrote:
You guys are aware the back entrance on emerita is tiny, right?

There's a neutral supply depot. Rush distance is small, but I assume you all know how to wall?

don't think that solves issues like reapers or Z getting rushed. And I'm unsure it matters that you walled if the enemy can reinforce so quickly. Maybe I'm being narrow minded but I don't see how this map can work.
Elentos
Profile Blog Joined February 2015
55593 Posts
Last Edited: 2017-02-20 19:41:44
February 20 2017 18:46 GMT
#67
On February 21 2017 03:17 InfCereal wrote:
You guys are aware the back entrance on emerita is tiny, right?

There's a neutral supply depot. Rush distance is small, but I assume you all know how to wall?

Tbh the neutral depot kinda helps the attacker in some cases. If you get attacked from behind you'd rather have that be an actual depot you can repair or pylon you can overcharge.

The map just isn't fun to play.
Every 60 seconds in Africa, a minute passes.
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 20 2017 19:19 GMT
#68
On February 21 2017 03:43 [PkF] Wire wrote:
Show nested quote +
On February 21 2017 03:17 InfCereal wrote:
You guys are away the back entrance on emerita is tiny, right?

There's a neutral supply depot. Rush distance is small, but I assume you all know how to wall?

don't think that solves issues like reapers or Z getting rushed. And I'm unsure it matters that you walled if the enemy can reinforce so quickly. Maybe I'm being narrow minded but I don't see how this map can work.


Forgot about reapers.

Who would have thought units that ignore terrain limit map design?
Cereal
REALRetrO
Profile Joined December 2013
United States15 Posts
February 20 2017 19:21 GMT
#69
I feel like the maps were picked more based on gimmicks than actually quail and game play. First TLMC I was apart of and it was a very disappointing experience.
(ノ◕ヮ◕)ノ*:・゚✧
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2017-02-20 19:41:36
February 20 2017 19:34 GMT
#70
On February 21 2017 03:17 InfCereal wrote:
You guys are aware the back entrance on emerita is tiny, right?

+ Show Spoiler +
[image loading]


There's a neutral supply depot. Rush distance is small, but I assume you all know how to wall?


I think the main concern is that the main-to-main rush distance is literally less than that of Steppes of War, and then add the fact that you have to worry about a backdoor entrance to your main, regardless of how tight it is.
Casual Mapmaker
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
February 20 2017 20:13 GMT
#71
So is drone rushing a thing again on emerita
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 20 2017 20:19 GMT
#72
On February 21 2017 03:15 [PkF] Wire wrote:
Show nested quote +
On February 21 2017 02:45 Solar424 wrote:
Eremita might actually be the worst map ever made. 12 pool drone rush every game Zerg is in.

Walling off your natural on Hunger Game seems to be next to impossible.

The 3 o'clock position on Maxwell Platform seems massively favored. It basically gets 4 bases that are further away from the opponent than the opponent's natural is from the 3 o'clock spawn.

Once again, putting "Rush" as a category has produced terrible maps. Of course, one of these will make it in to the map pool because Blizzard only cares about excitement and game-ending damage and not actual skill.

I think the rush category was bound to give terrible maps. I know some people actually enjoyed Ulrena but I really don't think this is a map category SC2 genuinely needs right now. And even if that's the case, aggressive maps are ok, rush maps where something built in your base is basically a standard map proxy are simply retarded.


I think that's on the judges. Shiva and Korhal Killzone from TLMC7 were massively better than any of the rush finalists this time.
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 20 2017 20:20 GMT
#73
It's come to my attention the map is called Eremita, not Emerita. I must have read the map name a dozen times without noticing.
Cereal
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2017-02-20 20:37:45
February 20 2017 20:37 GMT
#74
I really liked blood boil so I went to play some games on it to get a feel. I think it will be an amazing map in the future! Seminal map, imho.

Sadly, I did notice that because of the cliffs, 2 of the gasses on the map are not available (at least on the version I played by searching NA Multiplayer maps for Blood Boil)

[image loading]

Again I think it's an amazing map I and I hope we get to see more of it.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 20 2017 20:47 GMT
#75
Some of these maps have me scratching my head. Like neutral forcefields? sub 20-second rush distances? 6m2g bases? backdoors into the main? I hope you guys know what you're doing here. These kinds of features wildly upset the metagame, and I'm not sure how thoroughly thought out some of this stuff was. Maybe I've just been out of it for too long?

Also, I'm disappointed in the submissions for the experimental resource category. Most of the few submissions are sort of regular maps but with weird bases thrown in for kicks. There were a lot of lessons learned in 6m1hyg, but no maps along those lines were submitted. Not surprising given the timeframe, I know I would've submitted a map if I had time to put one together, but alas. There were a couple that would've been interesting to see play out, like Harvester and Grizzly Pines, where the map design was tailored around the resource counts. But I think it really shows what has happened to this category since Blizzard effectively killed it as an idea long time ago. We're starting from scratch here, 5 years into SC2, and with only a week and a half to figure it out.

One other thing, experimental resource category and not a single mineral-only base anywhere to be found?
~ ~ <°)))><~ ~ ~
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 20 2017 20:52 GMT
#76
On February 21 2017 05:47 TheFish7 wrote:
Some of these maps have me scratching my head. Like neutral forcefields? sub 20-second rush distances? 6m2g bases? backdoors into the main? I hope you guys know what you're doing here. These kinds of features wildly upset the metagame, and I'm not sure how thoroughly thought out some of this stuff was. Maybe I've just been out of it for too long?

Also, I'm disappointed in the submissions for the experimental resource category. Most of the few submissions are sort of regular maps but with weird bases thrown in for kicks. There were a lot of lessons learned in 6m1hyg, but no maps along those lines were submitted. Not surprising given the timeframe, I know I would've submitted a map if I had time to put one together, but alas. There were a couple that would've been interesting to see play out, like Harvester and Grizzly Pines, where the map design was tailored around the resource counts. But I think it really shows what has happened to this category since Blizzard effectively killed it as an idea long time ago. We're starting from scratch here, 5 years into SC2, and with only a week and a half to figure it out.

One other thing, experimental resource category and not a single mineral-only base anywhere to be found?


If the last few months have taught me anything, it's that map makers and blizzard both hate meta games.
Cereal
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 20 2017 20:59 GMT
#77
On February 21 2017 05:52 InfCereal wrote:
Show nested quote +
On February 21 2017 05:47 TheFish7 wrote:
Some of these maps have me scratching my head. Like neutral forcefields? sub 20-second rush distances? 6m2g bases? backdoors into the main? I hope you guys know what you're doing here. These kinds of features wildly upset the metagame, and I'm not sure how thoroughly thought out some of this stuff was. Maybe I've just been out of it for too long?

Also, I'm disappointed in the submissions for the experimental resource category. Most of the few submissions are sort of regular maps but with weird bases thrown in for kicks. There were a lot of lessons learned in 6m1hyg, but no maps along those lines were submitted. Not surprising given the timeframe, I know I would've submitted a map if I had time to put one together, but alas. There were a couple that would've been interesting to see play out, like Harvester and Grizzly Pines, where the map design was tailored around the resource counts. But I think it really shows what has happened to this category since Blizzard effectively killed it as an idea long time ago. We're starting from scratch here, 5 years into SC2, and with only a week and a half to figure it out.

One other thing, experimental resource category and not a single mineral-only base anywhere to be found?


If the last few months have taught me anything, it's that map makers and blizzard both hate meta games.


We don't hate the meta game, it's just what the game demands and we fulfill that quota. When a contest allows for something wild and experimental, we are just trying different things, we don't do it because we hate the current state.

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
CursOr
Profile Blog Joined January 2009
United States6335 Posts
February 20 2017 21:07 GMT
#78
There are back doors to the main in the ladder map pool right now ... and sometimes change is good
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2017-02-20 21:32:42
February 20 2017 21:31 GMT
#79
I had commented on the macro maps in general and i do not really feel like discussing the pros and cons for each, but I wanted to comment on all the other maps except my own:

Rush maps

Eremita
Pure rush map that allows nothing else. The design of the sides is actually made in an interesting way, but game will never get there - the map is just way too short.

Hunger Game Third base is easily cut off, the side bases are terribly difficult to scout, but then again so far off to defend. you basically have to split between the two (three) lanes. Gold-mineral block could make more sense as a half-mined out base to open the opponent's side path.

Maxwell Plattform In my opinion a 3 player map should be made with more focus on positional balance. It is ridicoulous that people complain about imbalance on maps like whirlwind and would seriously discuss such a map. So the 3 'clock spot is just imba. So i want to say that the map would be ok as a 2p map, but thn again with that very open natural combined with the rush distance it makes me wonder if we ever see a real midgame here. so the imbalance does not matter much, i guess?

New Maps

Paradise Lost Great visual design, cool feature, but a super boring map centre. I think there are just too many bases probably. The game is played often right now and gets a lot of exposure on streams, so I'd bet that this one wins it all.

Geumsangsan Without forcefields, but rocks and rock towers in some positions instead it would be a much better map. The first four bases are very similar to acolyte and this map here loooks actually more interesting gameplay wise and much better visually. Without the gimmick fields this map would be one of the strongest overall imo.

Sequencer Fantastic visual style. Looks good from a design standpoint with a clear structure, but it misses an area per side that stands out more and binds it all together - also to help with orientation. Gameplaywise i just wonder if the map is a wee bit too big and has too many options. Very hard to control and asks quite a lot from players.

Experimental

Keres Passage I think the map is a very good design visually/thematically in almost every area, but the center is boring in late game, where you have the axial symmetry diagonal as the only frontier without much space to move armies and get a different angle to attack. it is just an issue with diagonal axial symmetry and the little space you have there.

Blood Boil Good map mechanics in my opinion with lower eco bases further back. I think this really defines a feature that more maps could explore. Also it is one of the stronger maps overall.

My personal conclusion: I would like to see more of Blood Boil, Geumsangsan, Sequencer with the adjustments mentioned. And obviously more of my own maps.

Less hate, more hf. Good luck to everyone!
Zweck
Profile Joined February 2015
Germany211 Posts
February 20 2017 22:42 GMT
#80
Wow so we have a map that has an untakeable gas in the finalists. Gas problem is still in the TLMC released official Version.
So the map never got played bye the mapmaker, and neither by the judges.. still gets to finalists.. ez
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
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