Teamliquid Map Contest #9 Finalists - Page 4
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Zweck
Germany211 Posts
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yht9657
1810 Posts
stasis ward can be placed on the larger ramps along the central route, is this supposed to happen? They can't be placed on smaller ramps like in other maps, only larger ramps have the issue. | ||
ZigguratOfUr
Iraq16955 Posts
On September 17 2017 01:10 Zweck wrote: well, the TLMC description says "no spawn restrictions"... Huh. Yeah, I'd also assumed that close spawns wasn't a thing, but since it is this map has glaring problems. | ||
IronManSC
United States2119 Posts
On September 17 2017 01:10 Zweck wrote: well, the TLMC description says "no spawn restrictions"... That can be interpreted different ways. It could mean cross only, close spawn allowed, etc. either the judges didn't elaborate on that or we were just misinformed based on what is or isn't allowed. I doubt Janus will go anywhere. People freaked out about Eremita last time and it didn't go anywhere at all so. | ||
Fatam
1986 Posts
On September 17 2017 01:22 yht9657 wrote: A small issue about God's Garden: stasis ward can be placed on the larger ramps along the central route, is this supposed to happen? They can't be placed on smaller ramps like in other maps, only larger ramps have the issue. There are known issues with the weird ramps, I think they're being worked on atm and if can't be fixed then I assume will be replaced with normal ones. Newsunshine just confirmed Sky Garden is all spawns in discord, sorry for my misinformation earlier. | ||
Antares777
United States1971 Posts
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Zweck
Germany211 Posts
On September 16 2017 19:57 nesta-kun wrote: WOOO! Super stoked to have made it to the finals! - congratz to everyone! (brb putting some bragging bs in my signature :D) Dude there is a typo in your signature ![]() | ||
Uvantak
Uruguay1381 Posts
On September 16 2017 21:43 Elentos wrote: You published God's Garden as Dogs Garden ![]() Yes, "God" was for some reason being flagged as a no-no word by B.net, so had to upload with the Dog Garden instead ![]() | ||
Zaros
United Kingdom3692 Posts
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Fatam
1986 Posts
On September 17 2017 06:29 Zaros wrote: I feel like Janus would work better (or at all) if you started with a base either side and you had to decide which side you would focus your production for the first 5 minutes and multitask both sides. But i guess that would be against contest rules? maybe that could be a separate map. sounds interesting | ||
themusic246
United States210 Posts
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Morbidius
Brazil3449 Posts
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Finch518
United States34 Posts
Backwater Catalyst Acid Plant Abiogenesis Anomaly are all great, its so hard to pick just 4! | ||
fluidrone
France1478 Posts
On September 16 2017 11:31 blunderfulguy wrote: we need a lil controversy says shaddy Grats everybody, looking forward to seeing the games! I hope there are some great games and some disgustingly broken ones as well. ![]() ![]() On September 16 2017 12:49 MoonStone1 wrote: i don't, feedbuck is a lonesome cowboy and a long long way from home...Congratulations to the finalists, I know there are so many maps to go through but I wish I knew the reasons why things weren't selected. It's unrealistic to expect feedback when there are so many entries but I still wonder. ![]() On September 16 2017 14:24 TheFish7 wrote: <3 7 is the favorite FishAnomaly wins, do not pass go, do not collect $200 On September 16 2017 14:41 Lambertus wrote: i can see it now.."here the toss champion poured all all he had into uranus!" It cant, because you too easily can make an Anus out of it...Memes incoming too hot! :-D ![]() On September 17 2017 00:23 IronManSC wrote: Thank you for pretty pictures dear tlmc.Good job finalists. Some weird maps but hopefully the normal ones make it through to ladder lol. Better luck next year like always There is no cow level. | ||
Zaros
United Kingdom3692 Posts
On September 17 2017 11:14 Fatam wrote: maybe that could be a separate map. sounds interesting Make sure to put a Zarosbot on the map if you make it ![]() | ||
themusic246
United States210 Posts
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Liquid`Snute
Norway839 Posts
![]() Backwater ![]() ![]() ![]() ![]() ![]() Really good straight up map with some interesting corner design and the 3rd base design works better than expected. It's kinda dark and a little depressing to play on, but it's only a small drawback as it should be pretty smooth to play on layout wise in all match-ups. Size seems very appropriate. Defender's Resort ![]() ![]() ![]() ![]() ![]() This map has a very unique 1-2-3-4 choice, definitely uncomfortably violent in the opening stages but definitely better than Paladino Terminal and Defender's Landing. 3rd base is a bit nasty to secure. Biggest drawback is too tight ramps on this map in general. Midfield is also kinda new and weird, so until more evidence comes along this one is a solid 3.5 with some fresh stuff. Sky Garden ![]() ![]() ![]() ![]() ![]() Got a 1/3 chance spawn in air positions against a Terran and it was an uncomfortable blast from the past of 2011. Close by air didn't work well then, and with boost vacs it's even worse now. The map looks beautiful and has a pretty solid 1-2-3 layout. However it is oversized and the coinflip spawn positions make it unsuitable for competition. I can see this map doing better if it was compressed down to 60% or so with some changes, but unfortunately at this point it looks a bit more like a 2v2 map. Even if you were to force cross positions it would still be affected by the coinflip problem, as Z it'd be beneficial to have pure vertical spawns instead of 'close'. Eastwatch ![]() ![]() ![]() ![]() ![]() One of the coolest 1234567 concepts with great execution of rock towers. Drawback for zerg is 4th base feels very awkward to take and there doesn't seem to be a non-exposed solution for 1234 (vs terran for example). A vertical 4th blue base and a bit of change to the corners would do wonders on this map, but it would also dumb it down ofc. A very technical and hard to play map and definitely seems a bit too large. The map being difficult might be a good thing over time, but for now I have to rate it a bit lower than what might turn out to be its potential. Grime ![]() ![]() ![]() ![]() ![]() This rating is incredibly zerg biased so take it with a grain of salt. I was positive to this one at first but securing a 4th exposes the main too hard. There's too much airspace and drop potential, so this map carries a lot of the gameplay issues you'd see on Catallena and Merry Go Round. Moving the main bases to the corner would make this map a lot better to play for Zerg. Aside from the droppable main, it's not so bad. But a centered and droppable main just does a lot of damage gameplay wise. The 1-2-3-4 is not zerg friendly enough despite the long rush distance to justify a centered main with this airspace. I might be overthinking the balance part, but the thing that comes to mind with this type of main-to-4th-layout is that playing it can be incredibly tedious and sometimes anti-fun. Abiogenesis ![]() ![]() ![]() ![]() ![]() This map is really good but needs larger ramps especially leading into the midfield. If it was opened up ever so slightly, this one would be very solid. Great base count, cool layout, just a tad too choked up. Also a bit concerned about the akilon wastes-esque high ground above the vertical 3rd, but i suppose the alternative vs terran would be to go triangle-horizontal rather than vertical. Nice map and a great alternative/upgrade to fill Interloper's slot. Anomaly ![]() ![]() ![]() ![]() ![]() A pleasant surprise really. I don't like island bases at all and think the corner design on this map should've been different. I'd love to just see a large bridge leading to the corner, to be honest. It's hard to explain this map, but it played out better than expected and was kinda fun. The meta might become stale on this map real fast due to its defensive 50/50 nature, but that's nothing Daybreak hasn't exposed us to, and until games reach that stage it's really not that bad. Cool idea, good execution, but it's too soon to introduce islands to the map meta imo, there's enough other stuff to figure out first. Arch of Janus ![]() ![]() ![]() ![]() ![]() I vetoed this one twice, it's still 2-3 years too soon to be considering maps like these for competitive play. First we have to fight spawn coinflips and avoiding repeating mistakes from 2011, etc. Neon Violet Square ![]() ![]() ![]() ![]() ![]() Cool visuals. Its centered main already makes things a bit tricky for zerg though (what I wrote above about Grime - not anywhere near as prevalent here, but corner mains are preferred). Attack lanes and layout somewhat similar to Prion Terraces, but obviously a very different map. A lot of quirks on this map that seem a bit tedious. For Zerg, the inbase natural is very unattractive until 3-4 base is established due to low mineral count. Not the biggest issue, but not that great. The 4x rocks makes the choice to destroy rocks seem like a punishment just because it takes so long, similar to Interloper. Imo this rock setup has to be changed to 1x rock max. I'm still not sold on square traps, especially the one leading into the in-base natural make no sense to me. I think strategic placement of holes or bridges is a better alternative than square traps. The trap lines are kinda cool, but fields I have a hard time with for now. There's a lot of ideas here and potentially cool stuff, but I don't know where to begin exactly about suggesting improvements without basically deleting a lot of stuff. I also had trouble with one of the mineral patches on the 4th base below the top spawn's ramp, in 3D it's actually difficult to click that part. Maybe some concepts from this map can be brought to the future, but for now the centered main, xl size, inbase natural, and overload of rocks/features is a bit much to process. And in the XL category there's a lot of competition from maps like Sequencer, Ascension, Acolyte, and I think I'd put Ascension far above this one for now for competition. Note: Only maps i played today, might update with more later | ||
SetGuitarsToKill
Canada28396 Posts
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SidianTheBard
United States2474 Posts
With that said, I hope you get some time to play Boardwalk because I'd love to get your initial thoughts on it, especially if you think PvZ and ZvZ early games would be too difficult/broken or if Late game would get too stale. | ||
Fatam
1986 Posts
On September 19 2017 02:56 Liquid`Snute wrote: Grime ![]() ![]() ![]() ![]() ![]() This rating is incredibly zerg biased so take it with a grain of salt. I was positive to this one at first but securing a 4th exposes the main too hard. There's too much airspace and drop potential, so this map carries a lot of the gameplay issues you'd see on Catallena and Merry Go Round. Moving the main bases to the corner would make this map a lot better to play for Zerg. Aside from the droppable main, it's not so bad. But a centered and droppable main just does a lot of damage gameplay wise. The 1-2-3-4 is not zerg friendly enough despite the long rush distance to justify a centered main with this airspace. I might be overthinking the balance part, but the thing that comes to mind with this type of main-to-4th-layout is that playing it can be incredibly tedious and sometimes anti-fun. Thanks for the feedback (although I'm guessing you're going with past intuitions since your game vs inno didn't have any air/drop play on it at all. or have some of the pros been playing extra games on these maps offstream?) I thought this was my weakest map submission in some regards (best aesthetics probably, but layout-wise I thought the other 3 submissions were stronger) but it's the one that got in somehow so we have to make the best of it. (I really think we could have had some sick games on either of the other maps but what can you do ![]() I actually have a giant revamp of the map coming for the iteration phase (if anyone remembers Avex's Namaste changes a couple TLMCs ago.. it's maybe not a completely new map like that, but almost) that involves putting the main in the corner amongst other things so hopefully it will be a better layout then, maybe even a good map. We'll see though. | ||
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