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Teamliquid Map Contest #9 Finalists - Page 4

Forum Index > SC2 General
97 CommentsPost a Reply
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Zweck
Profile Joined February 2015
Germany211 Posts
September 16 2017 16:10 GMT
#61
well, the TLMC description says "no spawn restrictions"...
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
yht9657
Profile Joined December 2016
1810 Posts
September 16 2017 16:22 GMT
#62
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.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 16 2017 16:26 GMT
#63
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
Profile Blog Joined November 2010
United States2119 Posts
September 16 2017 16:45 GMT
#64
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.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-09-16 16:51:05
September 16 2017 16:46 GMT
#65
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.
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
Antares777
Profile Joined June 2010
United States1971 Posts
September 16 2017 17:21 GMT
#66
Congrats to the finalists! Every TLMC the maps keep getting better and better!
Zweck
Profile Joined February 2015
Germany211 Posts
September 16 2017 19:08 GMT
#67
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 >finalst
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 16 2017 20:20 GMT
#68
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
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
September 16 2017 21:29 GMT
#69
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?
Fatam
Profile Joined June 2012
1986 Posts
September 17 2017 02:14 GMT
#70
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
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
themusic246
Profile Joined December 2012
United States214 Posts
September 17 2017 02:24 GMT
#71
Aside from Janus (sorry there are just a lot of balance issues with that one) these maps are all very awesome. Like someone else said the maps are getting better every season which is exactly what sc2 needs. Good job judges and mappers.
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
Morbidius
Profile Joined November 2010
Brazil3449 Posts
September 17 2017 04:30 GMT
#72
Janus deserves a try because it is one of the most interesting map concepts ever. Oh and Battle on the boardwalk is one of the prettiest maps i've ever played in.
Has foreign StarCraft hit rock bottom?
Finch518
Profile Joined April 2017
United States34 Posts
September 17 2017 06:19 GMT
#73
Defender's Resort
Backwater
Catalyst
Acid Plant
Abiogenesis
Anomaly

are all great, its so hard to pick just 4!
Its all one big ghetto, giant gutter in outer space.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-09-17 10:08:38
September 17 2017 10:07 GMT
#74
On September 16 2017 11:31 blunderfulguy wrote:
Grats everybody, looking forward to seeing the games! I hope there are some great games and some disgustingly broken ones as well.
we need a lil controversy says shaddy
On September 16 2017 12:49 MoonStone1 wrote:
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.
i don't, feedbuck is a lonesome cowboy and a long long way from home...
On September 16 2017 14:24 TheFish7 wrote:
Anomaly wins, do not pass go, do not collect $200
<3 7 is the favorite Fish
On September 16 2017 14:41 Lambertus wrote:
Show nested quote +
On September 16 2017 08:27 Elentos wrote:
On September 16 2017 08:24 ZigguratOfUr wrote:
Not a huge fan of this lot of finalists tbh, lots of the maps just feel a bit off. As for Arch of Janus it's positively awful and unworkable, but the judges seem to have a rule that they have to include at least one obvious disaster in each contest.

Just wait, Janus is gonna come around next Blizzcon to say hello.

It cant, because you too easily can make an Anus out of it...Memes incoming too hot! :-D
i can see it now.."here the toss champion poured all all he had into uranus!"
On September 17 2017 00:23 IronManSC wrote:
Good job finalists. Some weird maps but hopefully the normal ones make it through to ladder lol. Better luck next year like always
Thank you for pretty pictures dear tlmc.

There is no cow level.

"not enough rights"
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
September 17 2017 21:08 GMT
#75
On September 17 2017 11:14 Fatam wrote:
Show nested quote +
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


Make sure to put a Zarosbot on the map if you make it
themusic246
Profile Joined December 2012
United States214 Posts
September 18 2017 15:55 GMT
#76
Anyone know why pandora didnt make it?
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
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
September 18 2017 17:56 GMT
#77
Didn't get to be a part of the judge voting process since I was busy with Montreal. Will try to be part of it next time but here's my opinion on my experience playing as zerg so far in the tourney:

Backwater [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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 [image loading][image loading][image loading][image loading][image loading]
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
Team Liquid
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
September 18 2017 18:41 GMT
#78
The stars are very fancy. Great post
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2017-09-18 19:22:20
September 18 2017 19:22 GMT
#79
This is one of the many reasons Snute is such a boss. (That and your constant love of Abyssal <3) Pro players tend to get really upset over map designs yet most of them never actually give their thoughts or opinions on a map until it hits ladder and by then it's too late to do any changes. If there was more communications with these maps, especially during a tournament like TLMC where changes can happen, we would probably overall have better and stronger maps going into the future.

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.
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.
Fatam
Profile Joined June 2012
1986 Posts
September 18 2017 20:02 GMT
#80
On September 19 2017 02:56 Liquid`Snute wrote:
Grime [image loading][image loading][image loading][image loading][image loading]
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.
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
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