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Teamliquid Map Contest 9 - Page 7

Forum Index > SC2 General
229 CommentsPost a Reply
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Known Entries
themusic246
Profile Joined December 2012
United States214 Posts
September 02 2017 06:36 GMT
#121
Toxic Levee looks pretty cool actually, going to try to play it with some friends shortly to see how it plays :3
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Samro225am
Profile Joined August 2010
Germany982 Posts
September 03 2017 20:38 GMT
#122
On August 31 2017 23:57 Corwinus wrote:
I think Asphodel is an incredibly creative map in its execution - basically, it looks like two maps in one since the base layouts are different depending on the spawns you get(which are, thankfully, just cross spawns). That alone makes the map really appealing to me, though it depends to see how it looks in action to see if it works out well.


it was done several times in the past, also in the history of TLMC i am sure. the issue of such a design is to make the main/nat/third-setup so standard but also interesting enough it also works as late bases. the other problem is the logic behind the 2-in-1 is to make the two sides play different and in map pools that coin flip is not something players like.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-09-04 04:08:55
September 04 2017 04:08 GMT
#123
Yopico

[image loading]
+ Show Spoiler [Angled View] +
[image loading]

152x130


I've had the idea of a making a map with holes floating around for a while. Finally got the motivation to actually make it.
Fatam
Profile Joined June 2012
1986 Posts
September 04 2017 04:44 GMT
#124
Pretty cool concept. Probably bad for Z bc of the rocks + not being able to get as much surface area on P/T armies but I think it'd be fun to see games on it (maybe I'm wrong)
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 04 2017 05:01 GMT
#125
On September 04 2017 13:44 Fatam wrote:
Pretty cool concept. Probably bad for Z bc of the rocks + not being able to get as much surface area on P/T armies but I think it'd be fun to see games on it (maybe I'm wrong)


I thought so too, so I tried to make the map more open to compensate, but I'm not sure if I struck the right balance.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 04 2017 05:40 GMT
#126
@Yopico, now that is really cool. really really cool.

My only problem with the map. Is why you random have longer holes instead of 1x1 holes everywhere. Sometimes you have 2x1 holes. Like, wtfmate! =P
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-09-04 05:56:32
September 04 2017 05:55 GMT
#127
On September 04 2017 14:40 SidianTheBard wrote:
@Yopico, now that is really cool. really really cool.

My only problem with the map. Is why you random have longer holes instead of 1x1 holes everywhere. Sometimes you have 2x1 holes. Like, wtfmate! =P


Gotta help all the poor trypophobes out there

More seriously I can't have a tight grid of holes everywhere since that blocks siege tanks and thors, so using different sized holes gives me more latitude with how I want to space things, and makes gaps looks more natural. Maybe only 1x1 holes would still be better though. idk
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
September 04 2017 07:05 GMT
#128
Way too many holes. Not necessary imo... this map would be pretty good if 90%+ of the holes were removed. The 1-2-3-4-5-6 layout is actually kinda refreshing, it's like a nice crossover of galactic process and echo. Big fan. But the middle is just overkill and ruins everything imo. Too many LoS blockers is kinda not fun in SC2, at least for Zerg. Abyssal reef for example has 6 los blockers (2 middle, 4 edges) and even that sometimes seems like it's pushing it. For a smaller map like this, 8 in the center is just super overkill. I'd reduce the amount of LoS blocking on this map down to 10% or less. Something like max two lines in the center, the edge smokescreen is ok. Interloper = Super overkill. Abyssal Reef = OK.

-Really- miss having decent medium size maps in the map pool, so that's why i was excited about the size and the non-midfield of this map. Good work, but .. yeah. It's just not playable from my personal perspective/opinion right now. Not even close. T.T

Right now there are only 2 maps for medium size map fans to play on and that's catallena and interloper ... and ... one is a 3p map with rotsym issues and no airspace symmetry control .. the other suffers from excessive use of destructible rocks and los blockers... >___<
Team Liquid
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 05 2017 00:14 GMT
#129
On September 04 2017 16:05 Liquid`Snute wrote:
Way too many holes. Not necessary imo... this map would be pretty good if 90%+ of the holes were removed. The 1-2-3-4-5-6 layout is actually kinda refreshing, it's like a nice crossover of galactic process and echo. Big fan. But the middle is just overkill and ruins everything imo. Too many LoS blockers is kinda not fun in SC2, at least for Zerg. Abyssal reef for example has 6 los blockers (2 middle, 4 edges) and even that sometimes seems like it's pushing it. For a smaller map like this, 8 in the center is just super overkill. I'd reduce the amount of LoS blocking on this map down to 10% or less. Something like max two lines in the center, the edge smokescreen is ok. Interloper = Super overkill. Abyssal Reef = OK.

-Really- miss having decent medium size maps in the map pool, so that's why i was excited about the size and the non-midfield of this map. Good work, but .. yeah. It's just not playable from my personal perspective/opinion right now. Not even close. T.T

Right now there are only 2 maps for medium size map fans to play on and that's catallena and interloper ... and ... one is a 3p map with rotsym issues and no airspace symmetry control .. the other suffers from excessive use of destructible rocks and los blockers... >___<


Unlike Interloper and Abyssal Reef which have all sort of cliff-ing that block line of sight, this map's middle is essentially completely open (plus the holes) which means it can afford to have more LOS blockers. It is pretty excessive right now though--I'll probably cut down to 4 spokes.

As for the holes they're taking the role usually taken by the terrain features that normally populate a maps center essentially, so idk about cutting down on 90% of them. Seems way too good for zerg to have a almost completely open middle. At this stage nixing the holes would require a redesign of the middle (and also abandoning the motivating concept of the map). Maybe I'll make a fully standard version of this map for a later TLMC.

In general I think you'll be pretty happy about the outcome of this contest though (if Blizzard cooperates). Both the introduction of the highly requested 'standard' category, and the recent shift in mapmaker attitudes towards more mid-sized maps should help the dearth in good mid-sized maps.
Fatam
Profile Joined June 2012
1986 Posts
September 05 2017 06:36 GMT
#130
On September 05 2017 09:14 ZigguratOfUr wrote:
Show nested quote +
On September 04 2017 16:05 Liquid`Snute wrote:
Way too many holes. Not necessary imo... this map would be pretty good if 90%+ of the holes were removed. The 1-2-3-4-5-6 layout is actually kinda refreshing, it's like a nice crossover of galactic process and echo. Big fan. But the middle is just overkill and ruins everything imo. Too many LoS blockers is kinda not fun in SC2, at least for Zerg. Abyssal reef for example has 6 los blockers (2 middle, 4 edges) and even that sometimes seems like it's pushing it. For a smaller map like this, 8 in the center is just super overkill. I'd reduce the amount of LoS blocking on this map down to 10% or less. Something like max two lines in the center, the edge smokescreen is ok. Interloper = Super overkill. Abyssal Reef = OK.

-Really- miss having decent medium size maps in the map pool, so that's why i was excited about the size and the non-midfield of this map. Good work, but .. yeah. It's just not playable from my personal perspective/opinion right now. Not even close. T.T

Right now there are only 2 maps for medium size map fans to play on and that's catallena and interloper ... and ... one is a 3p map with rotsym issues and no airspace symmetry control .. the other suffers from excessive use of destructible rocks and los blockers... >___<


Unlike Interloper and Abyssal Reef which have all sort of cliff-ing that block line of sight, this map's middle is essentially completely open (plus the holes) which means it can afford to have more LOS blockers. It is pretty excessive right now though--I'll probably cut down to 4 spokes.

As for the holes they're taking the role usually taken by the terrain features that normally populate a maps center essentially, so idk about cutting down on 90% of them. Seems way too good for zerg to have a almost completely open middle. At this stage nixing the holes would require a redesign of the middle (and also abandoning the motivating concept of the map). Maybe I'll make a fully standard version of this map for a later TLMC.

In general I think you'll be pretty happy about the outcome of this contest though (if Blizzard cooperates). Both the introduction of the highly requested 'standard' category, and the recent shift in mapmaker attitudes towards more mid-sized maps should help the dearth in good mid-sized maps.


Nice post, agree with everything here. People don't think about los blockers correctly IMO. If one player has vision over them and the other doesn't at that moment, then they're just like a very wide ramp. Not that bad tbh, and pretty trivial in today's game to get vision over them anyway, except in the early game.
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
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2017-09-05 14:51:22
September 05 2017 14:50 GMT
#131
Got one submission ready for standard. Im unsure about my concepts for rush/macro

Any with potential?

Rush1
+ Show Spoiler +
[image loading]


Rush2 (Silver Sands SE)
+ Show Spoiler +
[image loading]


Macro
+ Show Spoiler +
[image loading]


Standard

Swarm's End
[image loading]


http://mentalbalans.se/aggedesign
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 05 2017 15:06 GMT
#132
Rush1 doesn't really feel like a rush map. 16 bases, anything besides 3 bases seems relatively easy to defend. Is the rush distance really that short?
ModeratorI am still alive, somehow
TL+ Member
Ej_
Profile Blog Joined January 2013
47656 Posts
September 05 2017 15:35 GMT
#133
Please stop making maps with in-base naturals.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Mizenhauer
Profile Blog Joined February 2015
United States1970 Posts
September 05 2017 15:47 GMT
#134
On September 06 2017 00:35 Ej_ wrote:
Please stop making maps with in-base naturals.


When are we getting a dreampool of Alterzim, Nimbus, Vaani Research Station, Honorgrounds, Proxima Station, Dusk Towers and Acolyte???
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Durnuu
Profile Joined September 2013
13326 Posts
September 05 2017 15:48 GMT
#135
On September 06 2017 00:35 Ej_ wrote:
Please stop making maps with in-base naturals.

Sounds like we need to bring back backdoor rocks then!
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 05 2017 15:55 GMT
#136
On September 06 2017 00:35 Ej_ wrote:
Please stop making maps with in-base naturals.

I literally just made a map with an in-base natural, you could have told me sooner.
ModeratorI am still alive, somehow
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 05 2017 16:03 GMT
#137
On September 06 2017 00:35 Ej_ wrote:
Please stop making maps with in-base naturals.


People need to get on Enekh's level and make maps with in-base thirds. See http://www.teamliquid.net/forum/sc2-maps/508711-4-yeoul-korhal-highstreet
Insidioussc2
Profile Joined March 2015
Germany96 Posts
Last Edited: 2017-09-05 20:51:38
September 05 2017 16:23 GMT
#138
Greywater


[image loading]

156 x 126

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


uploaded to EU and NA
themusic246
Profile Joined December 2012
United States214 Posts
September 05 2017 17:18 GMT
#139
On September 05 2017 23:50 Meltage wrote:
Got one submission ready for standard. Im unsure about my concepts for rush/macro

Any with potential?

Rush1
+ Show Spoiler +
[image loading]


Rush2 (Silver Sands SE)
+ Show Spoiler +
[image loading]


Macro
+ Show Spoiler +
[image loading]


Standard

Swarm's End
[image loading]




Rush1 looks pretty close to a map i posted regarding bases 1,2,3 (and 4?), see it here again:

+ Show Spoiler +
[image loading]


My main to main is almost 40 seconds, so its probably standard category not rush (thats the category im submitting it to).

Other maps look like they have potential, hopefully you will have enough time to test and polish them in time!
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Kerdinand
Profile Joined November 2016
Germany113 Posts
September 05 2017 17:43 GMT
#140
On September 06 2017 00:35 Ej_ wrote:
Please stop making maps with in-base naturals.


Please dont stop making maps with in-base naturals. Its to always have one of those in the mappool, and people who dont like it can still ban it out. Were getting so many new rush-maps with each contest that I (and everyone else that doesnt want to rush every game) are banning anyways, it just feels fair to get some super-safe macro maps.
BTW, was there anyone except 6-pooling zergs that didnt ban Defender's Landing last map pool?
Na jakar me'nah. - sOs - PartinG - Stats
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