Teamliquid Map Contest 9 - Page 7
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themusic246
United States201 Posts
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Samro225am
Germany982 Posts
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
Iraq16955 Posts
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
1986 Posts
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ZigguratOfUr
Iraq16955 Posts
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
United States2474 Posts
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 | ||
ZigguratOfUr
Iraq16955 Posts
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
Norway839 Posts
-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... >___< | ||
ZigguratOfUr
Iraq16955 Posts
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
1986 Posts
On September 05 2017 09:14 ZigguratOfUr wrote: 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. | ||
Meltage
Germany613 Posts
Any with potential? Rush1 + Show Spoiler + Rush2 (Silver Sands SE) + Show Spoiler + Macro + Show Spoiler + Standard Swarm's End | ||
The_Templar
your Country52793 Posts
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Ej_
47656 Posts
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Mizenhauer
United States1532 Posts
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??? | ||
Durnuu
13258 Posts
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! | ||
The_Templar
your Country52793 Posts
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. | ||
ZigguratOfUr
Iraq16955 Posts
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
Germany96 Posts
Greywater 156 x 126 + Show Spoiler + uploaded to EU and NA | ||
themusic246
United States201 Posts
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 + Rush2 (Silver Sands SE) + Show Spoiler + Macro + Show Spoiler + Standard Swarm's End Rush1 looks pretty close to a map i posted regarding bases 1,2,3 (and 4?), see it here again: + Show Spoiler + 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! | ||
Kerdinand
Germany113 Posts
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? | ||
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