Teamliquid Map Contest 8 Results - Page 4
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franzji
United States581 Posts
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Seeker
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Where dat snitch at?36917 Posts
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. | ||
MrMischelito
347 Posts
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ruypture
United States367 Posts
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. | ||
IronManSC
United States2119 Posts
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. | ||
[PkF] Wire
France24192 Posts
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
55456 Posts
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. | ||
InfCereal
Canada1759 Posts
On February 21 2017 03:43 [PkF] Wire wrote: 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? | ||
REALRetrO
United States15 Posts
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SwedenTheKid
567 Posts
On February 21 2017 03:17 InfCereal wrote: You guys are aware the back entrance on emerita is tiny, right? + Show Spoiler + ![]() 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. | ||
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Fecalfeast
Canada11355 Posts
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ZigguratOfUr
Iraq16955 Posts
On February 21 2017 03:15 [PkF] Wire wrote: 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
Canada1759 Posts
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CursOr
United States6335 Posts
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) ![]() Again I think it's an amazing map I and I hope we get to see more of it. | ||
TheFish7
United States2824 Posts
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
Canada1759 Posts
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. | ||
IronManSC
United States2119 Posts
On February 21 2017 05:52 InfCereal wrote: 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. | ||
CursOr
United States6335 Posts
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Samro225am
Germany982 Posts
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
Germany211 Posts
So the map never got played bye the mapmaker, and neither by the judges.. still gets to finalists.. ez | ||
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