Sequencer and Asteroid Barricade are my top picks. Keres Passage is probably imbalanced, but it has a great concept. Paradisia, Ascension to Aiur, and Hwangsan are decent, and I wasn't thrilled with the rest of the maps.
TLMC8 Public Voting - Page 13
Forum Index > SC2 General |
Make sure you follow instructions or your vote will not be counted! -Comment in this thread if you want to vote. -Vote for exactly five maps. | ||
Timmay
United States111 Posts
Sequencer and Asteroid Barricade are my top picks. Keres Passage is probably imbalanced, but it has a great concept. Paradisia, Ascension to Aiur, and Hwangsan are decent, and I wasn't thrilled with the rest of the maps. | ||
surreal1600
United States33 Posts
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JWD[9]
364 Posts
2.ASCENSION TO AIUR 3.KERES PASSAGE 4.HWANGSAN 5.ACOLYTE SidiantheBard did it again. Not making the best map, but using mostly white textures on Paradisia, therefore making it incompatible with certain graphic settings (hybrid settings). I tested the other maps for compatibility aswell, Windwaker gets iffy at the unbuildable lakes, paradise lost is too bright on the island bases, but Sidian still takes the cake by a mile. Ascension to aiur however is beautiful no matter the settings ![]() About to Vote! | ||
SidianTheBard
United States2474 Posts
On March 10 2017 03:33 JWD[9] wrote: 1.BLOOD BOIL 2.ASCENSION TO AIUR 3.KERES PASSAGE 4.HWANGSAN 5.ACOLYTE SidiantheBard did it again. Not making the best map, but using mostly white textures on Paradisia, therefore making it incompatible with certain graphic settings (hybrid settings). I tested the other maps for compatibility aswell, Windwaker gets iffy at the unbuildable lakes, paradise lost is too bright on the island bases, but Sidian still takes the cake by a mile. Ascension to aiur however is beautiful no matter the settings ![]() About to Vote! hahaha, <3!!! Anything for you beautiful! =P | ||
Playaround1
Germany1 Post
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WhosQuany
Germany257 Posts
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WhosQuany
Germany257 Posts
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Nathanias
United States290 Posts
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emin
Germany10 Posts
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Antares777
United States1971 Posts
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Freakling
Germany1526 Posts
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Shkudde
Netherlands709 Posts
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Carnibale
1 Post
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EleMenTfiNi
Canada107 Posts
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Qwyn
United States2779 Posts
I really love Sequencer and Ascension to Aiur. I should have voted for Acolyte, lol. Whoops. Not really a fan of the maps which have mains that are so exposed towards the opponent. Basically, all of my map evaluations come down to the question: "how much of a nightmare are Terran drops going to be?" I'm a Zerg and Terran player, but I (somehow) know that Protoss are traumatized by turbovacs too... Almost all the maps I see: a) Are too big or have proportions that are not "streamlined?" enough - seriously, big maps are just not meant for SC2 b) Have mains that are overly exposed towards the opponent or a main-nat-third formation that enables a whirlwind of Terran dropping (this is actually most annoying in TvT, oddly enough, but I think all races suffer from it) I understand that there are categories. I guess what I'm trying to say is that the maps I have seen lately tend to lean too far towards either extreme, rather than go for that sweetspot in the middle, IE a hybrid rushmap & macro map...things of that sort. Map by map: + Show Spoiler + Acolyte: ~ A common m/n/t formation with a twist - I really love how this map gives some love to defenders in TvT ~ Getting some Blue Storm vibes with the middle ~ Not too much airspace here, I really appreciate this ~ The non-middle attack paths are fairly well proportioned, Acolyte isn't really that convoluted ~ Gold bases are in a position where they are really only useful for ending games Ascension to Aiur: ~ I love the return to the Daybreak base arc ~ Some extra airspace here, I suppose it's acceptable ~ Perfect base count for LOTV ~ All of Sidian's maps are beautifully textured (this is no brainer, lol) ~ The middle's dynamic is neutral (sort of?) except for the pods Asteroid Barricade: ~ Super exposed main can be covered by third in the midgame, but leads to that awkward Terran bunnyhop from main to third that players see so much in ladder games ~ Parade pushes against southern 3rd/4th will be a nightmare in ZvT ~ Not a fan of corner airspace pockets ~ Glad to see a return to a classical tileset Hwangsan: ~ Not sure how much airspace is actually clipped in game bounds? Hopefully not the full extent ~ Texturing feels a bit irritating, the colors don't quite match ~ Daybreak arc isn't quite as well executed as on AtA ~ Middle feels very convoluted ~ I'm tired of this m/n/t pattern (assuming you don't take your third at the far third) ~ Gap between 3rd and 4th in the Daybreak arc feels too big Paradisia: ~ Definitely not a fan of the large airspace gaps next to the main, this is way too abusable ~ Texturing is gorgeous ~ Nice effect of the m/n/t is it pushes you forward onto the map without putting you into a too awkward position (not sure how well this works with the airspace, though) Windwaker: ~ Very well proportioned, love the design of the middle: rather than deign to do too much, it does something simple, well ~ Not a fan of this m/n/t formation ~ Glad to see a well thought approach about helping Zergs hold a 5th base in the late game against parade pushes ~ Sixth base seems hard to hold on to (strange we have to think about this) ...TBC A return to simple, well blocked out maps that make very efficient use of space and try to hit that "sweetspot" that everyone loves to see in a macro map, while at the same time veering away from all of the "triangular" main-nat-third formations we have been seeing lately (yet pay careful attention to airspace and drop abuse) would be really appreciated in the next iteration of the contest. I am such a fan of Ascension to Aiur. I really love that sort of arc'd expansion pattern. I want the mapmaking community to put forward more maps along the sort of theme of Sequencer, AtA, and Acolyte in the next year. Taking a step back from funky, crazy technical maps and really trying to perfect the "ideal" LOTV macro map seems like a good goal. I think we're close. Paradise Lost is definitely a bit too much, though...yet somehow I think we're going to see it in the pool next season...We're going to get very, very tired of carrier games. | ||
Poehalcho
149 Posts
![]() Acolyte Geumgangsan Maxwell Platform Paradise Lost Paradisia | ||
[PkF] Wire
France24192 Posts
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NPK
1 Post
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zombieelephants
United States43 Posts
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Jaclaw
2 Posts
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