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Uvantak
Uruguay1381 Posts
BaseTrade Day 1 BaseTrade Day 2 | Nathanias Day 2 BaseTrade Day 3 | Nathanias Day 3 BaseTrade Final Day Bo10 | ||
Fatam
1986 Posts
On February 24 2017 13:34 NewSunshine wrote: Show nested quote + On February 24 2017 10:43 Fatam wrote: This is why players picking maps is probably not good for this particular tournament. Any other tourney, sure, it needs to be that way, but we have this problem every TLMC now. I think this is a solid point. Map testing tournaments should, as a standard, prevent players from choosing the maps they do or don't play on(or at least substantially limit this). In Proleague, when it was still a thing, they told you what map you'd be playing on, and it was on you to prepare for it. They got a lot of great map testing done in this way, finding failures and successes alike in all the strange maps they tried over the years. Tournaments for TLMC should follow a like model. But then, they should also get more time for thorough judging, as well, especially if you're going to railroad players to test them. It still confuses me how the timeframe was so tight, if Blizzard knew they'd be doing it a year in advance. Yep, 100% agree. Players are much more likely to find ways to exploit the map and they will just play better in general if they know the maps they'll be playing on going in. Also I started watching the VODs (Thanks BTTV for compiling them into a nice, neat playlist) and soo much of the time is spent with vetoes. It's not a huge thing but I'm sure the tourney would go smoother if they didn't have to go through that process. | ||
ZigguratOfUr
Iraq16955 Posts
Acolyte I found this map to be very mediocre. In general I'm not fond of maps that allow people to turtle on three bases behind a tiny choke, but this one was executed worse than most. The pocket base is both vulnerable to drops and has a gas that can be shot across the gap by a tank, which makes any match-up involving terran rather miserable since the terran can easily turtle while the other races can't against terran. The game between Snute and uThermal was a pretty good example of the problems with this map I think. As to the middle of the map there are those golds that can't ever be held unless you've already won the game, but the layout is otherwise fine I guess. This map was a 5.0/10 for me; if the pocket base is moved a bit back to allow different races to turtle equally I'd score it half a point higher. Ascension to Aiur This is a large macro map with an interesting choice of thirds and fourths. Yup, that's all I have to say about this one. 7.0/10 Asteroid Barricade There were fewer games played on this map than any of the other ones, only three (two if you don't count NoRegreT showing us why you shouldn't take double golds on this map), so my impressions about this map remain rather vague. Overall it's pretty standard and I quite like it. The golds seem well placed to be interesting to take yet not too strong, and there is reasoning behind the placement of all the rocks. The expansion layout is good. It's really too bad that we didn't see more games on it. I'm giving this map a 7.0/10 but it's followed by a question mark. I wouldn't be surprised if the map was better than that. I don't foresee it being very popular in the map contest or with Blizzard though, so I don't think we'll ever know. Hwangsan This map stands out to me, because of how much smaller it is than all the other 'macro' maps. Due to the flawed categories of the map contest the standard maps are all submitted to the macro category and as such tend to be on the larger side of standard. This has been a problem in both this map contest and the previous one, and the lack of middle-sized maps has been a persistent problem in LotV map pools, and one of the reasons why map pools with old maps have been met with more success than ones with new ones. But I digress. This map is quite the opposite, and it's quite refreshing to see that. Despite that the map has a few problems. The third is quite vulnerable with pushes being able to split the natural from the third quite easily. This was problematic on Galactic Process and pushes should be much stronger on Hwangsan. I think the map would benefit a lot if the base directly above/below the natural was a viable choice of a third base. If that isn't possible, maybe the ramp leading in between the natural and third should be moved further towards the natural to weaken those pushes. But I definitely favour the former solution since it also helps expanding on this map which is rather difficult. The watchtowers are also obnoxious in that they cover too much important ground. That kinda worked on Overgrowth, but in general I don't think it's a good thing. I think this map is a 6.5/10, but I might still vote for it just to get a smaller map on ladder. Paradisia The fact that Sidian got Abyssal Reef on ladder works against Paradisia, since if you compare both maps they are quite similar but Abyssal Reef is clearly better (in both layout and looks). The first four bases on Abyssal Reef just look more harmoniously placed than on Paradisia with that awkward low ground base that can't easily be secured unless you break the rocks and secure the forward centre base. However those four bases do work well with Paradisia's middle which I feel is its strongest feature. The bottom of the map is a bit lackluster, but the middle and top are quite intriguing. Despite a few weaknesses, this map succeeds at being both standard and exciting. 7.25/10 Windwaker Windwaker is quite a nice map though the whole alternate resource thing going on feels off. The extra mineral patch in the main doesn't serve any clear purpose and players are already discouraged from expanding to the bases with the 6 mineral patches, so I don't see any point in discouraging them further. The choice of third bases is nice with interesting trade-offs and the middle though simple serves its purpose. The four quadrants of the map feel slightly disconnected perhaps. 7.0/10 Eremita I was shocked when Snute ended up playing a macro game on this map. That says more about Snute as a player than about this map though and even Snute couldn't manage it in the other match-ups. The problems of this map are obvious to everyone. Shorter than steppes of war rush distance + no significant defensive edge in the middle + backdoor to the main + low resource natural add up to a 2.0/10. I don't have any suggestions on how to fix this map. Maybe pray to Dustin Browder and throw down a bunch of rocks in the middle to extend the rush distance by 10 seconds. Hunger Game This map has a bunch of problems mostly revolving around taking a third base especially against terran. Drops are insanely abusive, siege tanks behind the likely third are very strong, and pushes can easily split the third from the natural. I think Snute had the right idea when he took the low ground base but even that one is wide open. Taking the fifth is probably an exercise in futility no matter the match-up. 3.5/10 Maxwell Platform This map seeks to emulate Rush Hour clearly, but SCII is a lot less tolerant of asymmetry than BW. And even BW Rush Hour had some balance issues. The natural in Maxwell Platform is an absolute nightmare to hold no matter the match-up. The ramps are far away from the town hall, and the collapsible rock towers aren't even clearly a defensive tool. Destroying them and sieging the gas geyser and first few minerals from across the gap seems pretty good as terran. If the game unaccountably gets past the two base stage (maybe the players agreed no rush 20) you can get to see how imbalanced the spawns are. The person spawning at 3 o'clock gets to take a bunch of easy bases away from their opponent whereas the other player has to expand in between the two mains. Or if it ends up being 10:30 vs 7:30 you could get a split map situation I guess since the map's middle is tiny. 1.0/10 Probably the worse TLMC finalist ever. Paradise Lost This is the map that is the favourite for winning the map contest. The public likes it, the casters like it, most of the mapmaking community likes it. It's nevertheless an awful map. Why are people voting for it? Because the island and more specifically the destructible air blockers are such a cool gimmick. That's all everyone talks about when it comes to this map. The fact that the destructible air blockers have a completely negligible impact on the map isn't considered. We saw 13 games played on Paradise Lost and the existence of the Sky Gate influenced none of them. It was destroyed once I guess, not that it mattered in the slightest. I'm not going to even bother mentioning the "Narrow Path" gimmick with the completely gratuitous sight blocked mineral patches on the island. Now let's look at what actually matters on this map, since even the mapmaker eschewed doing that in his map description in favour of raving about the unimpactful arcade features he put in. Air blockers are still not supported by the game engine, and still cause godawful pathing. New Gettysburg was fun despite the presence of air blockers not because of them. The middle of this map is tiny and any game that actually gets past three bases will end up with split map incredibly turtly play probably with a lot of Skytoss. Stats already showed us some against Time, and Lillekanin and Kas gave us some turtly mech. The islands only contribute to that. The main/nat/third layout is rather unimpressive. This map is a 4.0/10 and I hope Blizzard has the sense of not putting it on ladder even after it wins the map contest. To improve it the middle needs to be opened up by redesigning the area between the gold and the behind the rocks base, and the whole Narrow Path thing needs to be shelved and used on a map that actually needs it. Geumgangsan I've already spoken at length on both Reddit and Teamliquid about why this map sucks. About how the forcefields are brutally imbalanced, mess with pathing very badly, should appear through the FOW and on the minimap etc. 2.0/10 At least this map is easy to fix. Just remove the forcefields and replace them with rocks and the map instantly becomes considerably better. Sequencer Before the tournament started this was the map that was the biggest question mark to me. The games on this map turned out to be excellent. I'd highly recommend watching them. The 6-mineral 1-gas third was a bit odd, but it turned to make the choice of third bases much more interesting and this map's odd layout ended up giving lots of interesting counterattacks and maneuvering. This map is both novel and plays very well. The rocks fulfill their role of helping out terran and protoss against zerg in the midgame very well. The only thing that worries about this map is that some match-ups particularly PvZ might not be balanced as the game goes late. Fantastic map. 8.5/10 Keres Passage This map also impressed me a lot (though its inclusion in the resource category is a bit odd. Sure the rocks are weaker than usual, there's a few golds, and a low resource base, but none of that really impacts the early/mid game. I guess they were really struggling to find maps for it). The lack of a middle makes me worry that the map might be a bit too splitty, but the games didn't reflect that. It made for a map that played out quite differently from normal maps, yet seemed balanced. The tiny passage in the middle might be a bit overkill though. It could be made a bit larger. Overall I really like this map. 8.0/10 Bandarlog Ruins The ultra-low resource thing might be novel, but I don't see it ever being balanced. Terran can lift-off their main and as such have much more latitude than other races at dealing with this map, and Protoss in particular is pretty screwed. Even if the resource count for the main was increased (which I feel is an absolute necessity) the map's layout itself has a bunch of problems. The amount of airspace this map has is absolutely ridiculous, and the sprawling main make for very abusive drops. Expanding to a fifth which is very important on this map seems brutal in horizontal spawns. The lack of resources early on leads to very volatile gameplay. 4.0/10 Credit for effort. The only map that took the resource concept and ran with it. Blood Boil This map like Caldeum before it suffers from having too many ideas crammed into a single map. There's a backdoor that leads to a six mineral base, and multiple openings to a natural which can be sieged from the back, and a base with no back to it, and the whole map is really long. It's all too much, and doesn't make for a coherent map. All of these ideas have problems that can be compensated for, but all together... A lot of the bases feel placed without much thought as to how viable they are and what role they should have on the map. 4.5/10 Overall I'd rank them in the following order though maps 3-7 are all pretty close. 1. Sequencer 2. Keres Passage 3. Paradisia 4. Ascension to Aiur 5. Asteroid Barricade 6. Windwaker 7. Hwangsan 8. Acolyte 9. Blood Boil 10. Bandarlog Ruins 11. Paradise Lost 12. Hunger Game 13. Geumgangsan 14. Eremita 15. Maxwell Platform | ||
Ouija
United States129 Posts
Rush pick = Maxwell Platform/ Hunger Game (hard to choose both great) New pick = Sequencer Experimental pick = Bandarlog Ruins | ||
Fatam
1986 Posts
On February 27 2017 10:13 ZigguratOfUr wrote: I've just finished watching the VODs from the tournaments. Here are my thoughts about all the maps. Acolyte I found this map to be very mediocre. In general I'm not fond of maps that allow people to turtle on three bases behind a tiny choke, but this one was executed worse than most. The pocket base is both vulnerable to drops and has a gas that can be shot across the gap by a tank, which makes any match-up involving terran rather miserable since the terran can easily turtle while the other races can't against terran. The game between Snute and uThermal was a pretty good example of the problems with this map I think. As to the middle of the map there are those golds that can't ever be held unless you've already won the game, but the layout is otherwise fine I guess. This map was a 5.0/10 for me; if the pocket base is moved a bit back to allow different races to turtle equally I'd score it half a point higher. Ascension to Aiur This is a large macro map with an interesting choice of thirds and fourths. Yup, that's all I have to say about this one. 7.0/10 Asteroid Barricade There were fewer games played on this map than any of the other ones, only three (two if you don't count NoRegreT showing us why you shouldn't take double golds on this map), so my impressions about this map remain rather vague. Overall it's pretty standard and I quite like it. The golds seem well placed to be interesting to take yet not too strong, and there is reasoning behind the placement of all the rocks. The expansion layout is good. It's really too bad that we didn't see more games on it. I'm giving this map a 7.0/10 but it's followed by a question mark. I wouldn't be surprised if the map was better than that. I don't foresee it being very popular in the map contest or with Blizzard though, so I don't think we'll ever know. Hwangsan This map stands out to me, because of how much smaller it is than all the other 'macro' maps. Due to the flawed categories of the map contest the standard maps are all submitted to the macro category and as such tend to be on the larger side of standard. This has been a problem in both this map contest and the previous one, and the lack of middle-sized maps has been a persistent problem in LotV map pools, and one of the reasons why map pools with old maps have been met with more success than ones with new ones. But I digress. This map is quite the opposite, and it's quite refreshing to see that. Despite that the map has a few problems. The third is quite vulnerable with pushes being able to split the natural from the third quite easily. This was problematic on Galactic Process and pushes should be much stronger on Hwangsan. I think the map would benefit a lot if the base directly above/below the natural was a viable choice of a third base. If that isn't possible, maybe the ramp leading in between the natural and third should be moved further towards the natural to weaken those pushes. But I definitely favour the former solution since it also helps expanding on this map which is rather difficult. The watchtowers are also obnoxious in that they cover too much important ground. That kinda worked on Overgrowth, but in general I don't think it's a good thing. I think this map is a 6.5/10, but I might still vote for it just to get a smaller map on ladder. Paradisia The fact that Sidian got Abyssal Reef on ladder works against Paradisia, since if you compare both maps they are quite similar but Abyssal Reef is clearly better (in both layout and looks). The first four bases on Abyssal Reef just look more harmoniously placed than on Paradisia with that awkward low ground base that can't easily be secured unless you break the rocks and secure the forward centre base. However those four bases do work well with Paradisia's middle which I feel is its strongest feature. The bottom of the map is a bit lackluster, but the middle and top are quite intriguing. Despite a few weaknesses, this map succeeds at being both standard and exciting. 7.25/10 Windwaker Windwaker is quite a nice map though the whole alternate resource thing going on feels off. The extra mineral patch in the main doesn't serve any clear purpose and players are already discouraged from expanding to the bases with the 6 mineral patches, so I don't see any point in discouraging them further. The choice of third bases is nice with interesting trade-offs and the middle though simple serves its purpose. The four quadrants of the map feel slightly disconnected perhaps. 7.0/10 Eremita I was shocked when Snute ended up playing a macro game on this map. That says more about Snute as a player than about this map though and even Snute couldn't manage it in the other match-ups. The problems of this map are obvious to everyone. Shorter than steppes of war rush distance + no significant defensive edge in the middle + backdoor to the main + low resource natural add up to a 2.0/10. I don't have any suggestions on how to fix this map. Maybe pray to Dustin Browder and throw down a bunch of rocks in the middle to extend the rush distance by 10 seconds. Hunger Game This map has a bunch of problems mostly revolving around taking a third base especially against terran. Drops are insanely abusive, siege tanks behind the likely third are very strong, and pushes can easily split the third from the natural. I think Snute had the right idea when he took the low ground base but even that one is wide open. Taking the fifth is probably an exercise in futility no matter the match-up. 3.5/10 Maxwell Platform This map seeks to emulate Rush Hour clearly, but SCII is a lot less tolerant of asymmetry than BW. And even BW Rush Hour had some balance issues. The natural in Maxwell Platform is an absolute nightmare to hold no matter the match-up. The ramps are far away from the town hall, and the collapsible rock towers aren't even clearly a defensive tool. Destroying them and sieging the gas geyser and first few minerals from across the gap seems pretty good as terran. If the game unaccountably gets past the two base stage (maybe the players agreed no rush 20) you can get to see how imbalanced the spawns are. The person spawning at 3 o'clock gets to take a bunch of easy bases away from their opponent whereas the other player has to expand in between the two mains. Or if it ends up being 10:30 vs 7:30 you could get a split map situation I guess since the map's middle is tiny. 1.0/10 Probably the worse TLMC finalist ever. Paradise Lost This is the map that is the favourite for winning the map contest. The public likes it, the casters like it, most of the mapmaking community likes it. It's nevertheless an awful map. Why are people voting for it? Because the island and more specifically the destructible air blockers are such a cool gimmick. That's all everyone talks about when it comes to this map. The fact that the destructible air blockers have a completely negligible impact on the map isn't considered. We saw 13 games played on Paradise Lost and the existence of the Sky Gate influenced none of them. It was destroyed once I guess, not that it mattered in the slightest. I'm not going to even bother mentioning the "Narrow Path" gimmick with the completely gratuitous sight blocked mineral patches on the island. Now let's look at what actually matters on this map, since even the mapmaker eschewed doing that in his map description in favour of raving about the unimpactful arcade features he put in. Air blockers are still not supported by the game engine, and still cause godawful pathing. New Gettysburg was fun despite the presence of air blockers not because of them. The middle of this map is tiny and any game that actually gets past three bases will end up with split map incredibly turtly play probably with a lot of Skytoss. Stats already showed us some against Time, and Lillekanin and Kas gave us some turtly mech. The islands only contribute to that. The main/nat/third layout is rather unimpressive. This map is a 4.0/10 and I hope Blizzard has the sense of not putting it on ladder even after it wins the map contest. To improve it the middle needs to be opened up by redesigning the area between the gold and the behind the rocks base, and the whole Narrow Path thing needs to be shelved and used on a map that actually needs it. Geumgangsan I've already spoken at length on both Reddit and Teamliquid about why this map sucks. About how the forcefields are brutally imbalanced, mess with pathing very badly, should appear through the FOW and on the minimap etc. 2.0/10 At least this map is easy to fix. Just remove the forcefields and replace them with rocks and the map instantly becomes considerably better. Sequencer Before the tournament started this was the map that was the biggest question mark to me. The games on this map turned out to be excellent. I'd highly recommend watching them. The 6-mineral 1-gas third was a bit odd, but it turned to make the choice of third bases much more interesting and this map's odd layout ended up giving lots of interesting counterattacks and maneuvering. This map is both novel and plays very well. The rocks fulfill their role of helping out terran and protoss against zerg in the midgame very well. The only thing that worries about this map is that some match-ups particularly PvZ might not be balanced as the game goes late. Fantastic map. 8.5/10 Keres Passage This map also impressed me a lot (though its inclusion in the resource category is a bit odd. Sure the rocks are weaker than usual, there's a few golds, and a low resource base, but none of that really impacts the early/mid game. I guess they were really struggling to find maps for it). The lack of a middle makes me worry that the map might be a bit too splitty, but the games didn't reflect that. It made for a map that played out quite differently from normal maps, yet seemed balanced. The tiny passage in the middle might be a bit overkill though. It could be made a bit larger. Overall I really like this map. 8.0/10 Bandarlog Ruins The ultra-low resource thing might be novel, but I don't see it ever being balanced. Terran can lift-off their main and as such have much more latitude than other races at dealing with this map, and Protoss in particular is pretty screwed. Even if the resource count for the main was increased (which I feel is an absolute necessity) the map's layout itself has a bunch of problems. The amount of airspace this map has is absolutely ridiculous, and the sprawling main make for very abusive drops. Expanding to a fifth which is very important on this map seems brutal in horizontal spawns. The lack of resources early on leads to very volatile gameplay. 4.0/10 Credit for effort. The only map that took the resource concept and ran with it. Blood Boil This map like Caldeum before it suffers from having too many ideas crammed into a single map. There's a backdoor that leads to a six mineral base, and multiple openings to a natural which can be sieged from the back, and a base with no back to it, and the whole map is really long. It's all too much, and doesn't make for a coherent map. All of these ideas have problems that can be compensated for, but all together... A lot of the bases feel placed without much thought as to how viable they are and what role they should have on the map. 4.5/10 Overall I'd rank them in the following order though maps 3-7 are all pretty close. 1. Sequencer 2. Keres Passage 3. Paradisia 4. Ascension to Aiur 5. Asteroid Barricade 6. Windwaker 7. Hwangsan 8. Acolyte 9. Blood Boil 10. Bandarlog Ruins 11. Paradise Lost 12. Hunger Game 13. Geumgangsan 14. Eremita 15. Maxwell Platform Wow nice post. I agree hard with pretty much everything. I think I would only order it slightly different. I haven't given it the extensive thought you have but I think I'd go something like: 1. Sequencer 2. Asteroid Barricade 3. Keres Passage 4. Paradisia 5. Windwaker 6. Hwangsan 7. Ascension to Aiur 8-15 same. I think the only thing I disagree with you is that I think Paradisia is actually better than Abyssal. Where you think the rocks above the 4th are awkward because they require you to kill them to fully defend the 4th, I think that is a really interesting and good feature, especially because the 4th is very close, so if that wasn't the case I'd say the 4th is too easy. | ||
Youngrustler
United States70 Posts
The natural in Maxwell Platform is an absolute nightmare to hold no matter the match-up. The ramps are far away from the town hall, and the collapsible rock towers aren't even clearly a defensive tool. Destroying them and sieging the gas geyser and first few minerals from across the gap seems pretty good as terran. I have been working on making the natural better and I made sure before submitting that siege tanks could not siege from the outside gap, and they are not able to fire on them. In the updated version of the map I have been working towards making it not possible to siege the geysers either. On the note of natural being a nightmare to hold, I agree I am open to ideas of improving it and would love to hear whatever improves I could make on it. Probably the worse TLMC finalist ever. I was just as surprised that my map made it into the finals, but I can see people are open to bashing mappers who are honestly trying to improve. Yes, I am new on the map making scene and its sad to see someone bashing just because some judges liked my map. If you want to help me improve it shot me ideas and I will try it out I am open to make changes that could help improve the map, and from the games I saw the major hurtle is making the natural more secure so it will go past the first two bases. The game between Snute and Optimus was going good in my opinion, and as noted it was the top and bottom spawns. The middle spawn didn't get shown since most games ended with the natural not even being secure. If anyone has suggestions on how to improve the map than PM me or reply to this. | ||
ZigguratOfUr
Iraq16955 Posts
On February 27 2017 13:39 Youngrustler wrote: Show nested quote + The natural in Maxwell Platform is an absolute nightmare to hold no matter the match-up. The ramps are far away from the town hall, and the collapsible rock towers aren't even clearly a defensive tool. Destroying them and sieging the gas geyser and first few minerals from across the gap seems pretty good as terran. I have been working on making the natural better and I made sure before submitting that siege tanks could not siege from the outside gap, and they are not able to fire on them. In the updated version of the map I have been working towards making it not possible to siege the geysers either. On the note of natural being a nightmare to hold, I agree I am open to ideas of improving it and would love to hear whatever improves I could make on it. I was just as surprised that my map made it into the finals, but I can see people are open to bashing mappers who are honestly trying to improve. Yes, I am new on the map making scene and its sad to see someone bashing just because some judges liked my map. If you want to help me improve it shot me ideas and I will try it out I am open to make changes that could help improve the map, and from the games I saw the major hurtle is making the natural more secure so it will go past the first two bases. The game between Snute and Optimus was going good in my opinion, and as noted it was the top and bottom spawns. The middle spawn didn't get shown since most games ended with the natural not even being secure. If anyone has suggestions on how to improve the map than PM me or reply to this. I don't bash mappers, I bash maps. I maintain that Maxwell Platform is probably the worse TLMC finalist map, but I don't have anything against you as a mapmaker. There isn't a mapmaker out there that only make good maps. In TLMC7 Jacky_ submitted both the best map (New Gettysburg), a good one (Frostbite) and a horrendous one (The Ancient Wall). | ||
Youngrustler
United States70 Posts
I don't bash mappers, I bash maps. I maintain that Maxwell Platform is probably the worse TLMC finalist map, but I don't have anything against you as a mapmaker. There isn't a mapmaker out there that only make good maps. In TLMC7 Jacky_ submitted both the best map (New Gettysburg), a good one (Frostbite) and a horrendous one (The Ancient Wall). That is fine you are entitled to your opinion, but keep in mind bashing the map is bashing the work they put into it. I like brood war map so I tried to see if it could work in sc2 why not? It is not a new concept that people try to recreate a map they found to be cool, last season we had a "remake" of Cloud Kingdom a WOL map and everyone seemed ok with it, but thats probably because its a sc2 map and its standard. Like I stated before I was just as surprised as many people when they told me the map was a finalist because I knew it would be a bit of a stretch for sc2 since it's not "standard" at all. Anyways I am trying to improve the map I would love to hear any sort of changes you think could help improve the map, and if it is beyond repair than I guess I need to know. | ||
Fatam
1986 Posts
![]() Best to embrace the fact that sometimes you'll make a good map, and sometimes you'll make something that doesn't quite work. I know I have a lot of failures, and I think most who have delved into mapmaking can say the same. Still, you made something that the judges found interesting, so good on you. Look forward to seeing more of your maps. | ||
Youngrustler
United States70 Posts
You'll get thicker skin as you continue in your mapmaking quest Best to embrace the fact that sometimes you'll make a good map, and sometimes you'll make something that doesn't quite work. I know I have a lot of failures, and I think most who have delved into mapmaking can say the same. Still, you made something that the judges found interesting, so good on you. Look forward to seeing more of your maps. Thanks I have just been observing what people have been saying and today I had enough of the comments. I am looking to improve and seeing comments like "worst finalist ever" really is demotivating to read. | ||
Fatam
1986 Posts
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Plexa
Aotearoa39261 Posts
On February 27 2017 14:43 Youngrustler wrote: Show nested quote + You'll get thicker skin as you continue in your mapmaking quest Best to embrace the fact that sometimes you'll make a good map, and sometimes you'll make something that doesn't quite work. I know I have a lot of failures, and I think most who have delved into mapmaking can say the same. Still, you made something that the judges found interesting, so good on you. Look forward to seeing more of your maps. Thanks I have just been observing what people have been saying and today I had enough of the comments. I am looking to improve and seeing comments like "worst finalist ever" really is demotivating to read. Well Biome existed.... | ||
Phredxor
New Zealand15076 Posts
On February 27 2017 17:10 Plexa wrote: Show nested quote + On February 27 2017 14:43 Youngrustler wrote: You'll get thicker skin as you continue in your mapmaking quest Best to embrace the fact that sometimes you'll make a good map, and sometimes you'll make something that doesn't quite work. I know I have a lot of failures, and I think most who have delved into mapmaking can say the same. Still, you made something that the judges found interesting, so good on you. Look forward to seeing more of your maps. Thanks I have just been observing what people have been saying and today I had enough of the comments. I am looking to improve and seeing comments like "worst finalist ever" really is demotivating to read. Well Biome existed.... But it looked cooooool. | ||
NutriaKaiN
88 Posts
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IronManSC
United States2119 Posts
On February 27 2017 13:59 Youngrustler wrote: Show nested quote + I don't bash mappers, I bash maps. I maintain that Maxwell Platform is probably the worse TLMC finalist map, but I don't have anything against you as a mapmaker. There isn't a mapmaker out there that only make good maps. In TLMC7 Jacky_ submitted both the best map (New Gettysburg), a good one (Frostbite) and a horrendous one (The Ancient Wall). That is fine you are entitled to your opinion, but keep in mind bashing the map is bashing the work they put into it. I like brood war map so I tried to see if it could work in sc2 why not? It is not a new concept that people try to recreate a map they found to be cool, last season we had a "remake" of Cloud Kingdom a WOL map and everyone seemed ok with it, but thats probably because its a sc2 map and its standard. Like I stated before I was just as surprised as many people when they told me the map was a finalist because I knew it would be a bit of a stretch for sc2 since it's not "standard" at all. Anyways I am trying to improve the map I would love to hear any sort of changes you think could help improve the map, and if it is beyond repair than I guess I need to know. Just remember, if the writers of sharknado developed thick skin to write sharknado 2, you can definitely do the same for mapmaking. I get upset over mapping criticisms from time to time, as some here can easily attest to, but at some point you have to draw a line about how far you're going to take it. I've filtered through enough crap overtime that I know what's good/decent feedback, what's worthy of "ignore", and what's worth defending. It just takes time. Use the discord channel for venting instead of TL (not saying you are but just for reference). But just as an example, some people will say "map too big, resize whole thing" while others will say "it's fine, just resize these two bases." | ||
Youngrustler
United States70 Posts
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IIEclipseII
Germany156 Posts
Akolyte its possible to take three bases becouse of the save inbase natural and the save third infront. Hwangsan Just very straight forward 1,2,3,4 macro map base layout, nothing special. Geumgangsan same like Akolyte (a problem might be the forcefields) Keres Passage On the edge of beeing playable. The map would work, but it has a lot of wide areas and big chokes. | ||
Ej_
47656 Posts
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Elentos
55456 Posts
On February 28 2017 00:05 IIEclipseII wrote: The only useful maps for ladder and pro play would be: Definitely disagree that those would be the only useful maps. Frankly Geumgangsan is one of the least usable ones. Sequencer is my favorite map in the entire contest. | ||
fluidrone
France1478 Posts
+ Show Spoiler + So sad that barely a few hundred people are interested in being a part of this process (on the 10k solid we see in tournaments stats/viewers).. feels like this is the most important thing (establishing a good map pool .. a better one, a pool that would cover all the potential this rts has, one that would open up gameplay etc.. a pool beyond the ones that are done solely by blizzard's employees that are sub par) .. and no support from those thousands of people who do rant about how bad this or that map is bad/awesome! day in day out = #lazy generation (people who do nothing and curse at people who do try) If there was a real participation in this.. then perhaps it would make sense to tell blizzard that they are not listening".. lol to what should they be listening? LOL (7 years of this piss poor attitude from all parties = sh it map pool // yes a bad attitude from mapmakers/viewers/players/tournament organizers/pro players/forum admins/workers) f ck i'm too old, so.. hf .. since fun is all this is about, ..fun for a selected few people who actually get the opportunity to decide and have clearly shown that only networking matters (like in other things in life i admit #sad) ... having rifkin decide half the maps is as bad as only tl "judges".. but i guess i would vex an eel if i did say so?! oups i did say so, lol. actually i did say so 50 times already, blizzard said it at Wol retail and i was apparently the only one to hear it: "tournaments will introduce new maps!" cut to (6 years later and a failed game, a failed platform (i say failed from blizzard's point of view)) now, .. and bttv decides what maps should be featured in this process (not choose the maps blizz will put into the ladder.. blizz will always change the ones they choose, it is all rather moot but whatever) ... i'd add an emote but this is so sad that i'll refrain. ohhh almost forgot! featuring 1v1 s in tournaments with 19th century observing camera moves is so lazy and counter productive that it makes me understand blizz's disinterest in sc2... sad but i care, so i typed it. | ||
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