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Team Liquid Map Contest 10 - Page 3

Forum Index > SC2 General
162 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 20 2018 10:51 GMT
#41
--- Nuked ---
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
January 20 2018 12:09 GMT
#42
On January 20 2018 09:26 Yonnua wrote:
Show nested quote +
On January 20 2018 09:24 ZigguratOfUr wrote:
On January 20 2018 09:18 Yonnua wrote:
Will the winning maps be in the WCS Leipzig map pool?


No. The map submission window wouldn't even be closed by then. Winners will be in some future ladder season's pool which is still months away. Leipzig pool is Abiogenesis, Eastwatch, Backwater, Acid Plant, Blackpink, Neon Violet Square, Catalyst.


That makes sense. You'd want time to test the maps for a month or two before they were used in a tournament.

This made me giggle way too hard, so thanks for that. xD
Blunder Man doing everything thing a blunder can.
KaiserCommander
Profile Joined April 2010
Mexico290 Posts
January 20 2018 18:02 GMT
#43
Blood Boil, Sequencer and Neon Violet Square are my personal nightmares. Why is there no new map with tha same idea of KSS? That map was very intertesting.
Jinro, Polt, Bomber, ForGG, MajOr, Flash, Maru. Terran Fighting...
Avexyli
Profile Blog Joined April 2014
United States694 Posts
January 20 2018 20:02 GMT
#44
Because KSS and its ideas wouldn't work in LotV, give your thanks to Liberators.

The ideas of KSS would be the forward natural, with two entrances into it (one rocked off), with 'two' choices of third bases. There's also the outside paths along the sides. In LotV we never saw these paths used, we saw Tanks and Libs abuse the shit out of the forward natural and rocked off bases, Zerg was the only race to really use the rocked third because they were forced to break those rocks.

In LotV we still have to make maps that are the sizes of maps in HotS, but with more bases, less unique areas of engagement (especially in 2player maps) and with all the relative checks in mind, such as lib abuse. It's much easier to introduce standard maps with interesting features like NVS' squares than pushing the bounds. We tried pushing bounds, it failed.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
January 20 2018 21:10 GMT
#45
I would like to see some really unique stuff, I know the pros will hate it but what about starting with more than one base, neutral minefields that open up a new path or shortcut when cleared, lava, some more neutral structures like xel naga towers what about a healing tower or a building that gives you a small amount of minerals over time if you control it like a tiberium spike/oil derrick in C&C.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
January 21 2018 07:07 GMT
#46
Blizzard keeps that stuff for Co-Op. You will never see that on ladder, no matter how many people ask for it. It goes against the fairness of two players knowing the same information each time they load up ladder.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
January 21 2018 11:27 GMT
#47
That is not really a good reason IMO, people aren't stupid people have to learn the map anyway and there can be plenty of terrain gimmicks or positioning that one player can know over the other already.

It's not like you have to hide the mechanic, the map description could say there is a minefield or lava, lava can have a timer, a neutral structure can have a map marker like the xel naga towers do. It's also not like the whole map pool has to be full of maps like this It could only be 1 map, people have map vetos but it would be nice to see some map innovation beyond path blockers and base layout.
Ej_
Profile Blog Joined January 2013
47656 Posts
January 21 2018 11:34 GMT
#48
On January 21 2018 20:27 Zaros wrote:
That is not really a good reason IMO, people aren't stupid people have to learn the map anyway

most of the people playing this game are too stupid to learn a new build order
"Technically the dictionary has zero authority on the meaning or words" - Rodya
VSG
Profile Joined January 2018
Hong Kong7 Posts
January 21 2018 12:35 GMT
#49
this looks like fun!
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
January 21 2018 15:32 GMT
#50
On January 21 2018 16:07 Avexyli wrote:
Blizzard keeps that stuff for Co-Op. You will never see that on ladder, no matter how many people ask for it. It goes against the fairness of two players knowing the same information each time they load up ladder.


On January 21 2018 20:27 Zaros wrote:
That is not really a good reason IMO, people aren't stupid people have to learn the map anyway and there can be plenty of terrain gimmicks or positioning that one player can know over the other already.

It's not like you have to hide the mechanic, the map description could say there is a minefield or lava, lava can have a timer, a neutral structure can have a map marker like the xel naga towers do. It's also not like the whole map pool has to be full of maps like this It could only be 1 map, people have map vetos but it would be nice to see some map innovation beyond path blockers and base layout.


If they would put more information on the loading screens (and fix/overhaul them) and added a 3 second countdown after each player was loaded, connected, whatever, then it could allow for a lot more unique features on a couple of maps per ladder season imo.

It might not make rising lava maps doable for normal ladder, but I think it's very possible to do a lot more with the empty and sometimes broken "spaces" like loading screens, replay load times and rewind/overall playback and usability/accessibility of the replay system. The 1v1 ladder page can definitely be improved to give access to more information too (option to look at maps while searching for a game instead of stare at an old, cool but still old, model of a Hydralisk for example).

Also, if people want them they should TOTALLY keep asking for a more open category + Show Spoiler +
or entire contest
for map making. + Show Spoiler +
Do it. I know you want to. Just keep asking for a rising lava map contest and it might (tiny chance) totally (hmm...) absolutely happen (probably not unless a lot of people ask for it) soon (eventually maybe).
Blunder Man doing everything thing a blunder can.
Antares777
Profile Joined June 2010
United States1971 Posts
January 22 2018 21:35 GMT
#51
I think splitting the map community with multiple different competitions would be a mistake. It would be better for the TLMC to expand in the future and have more narrow categories. There can be one for melee maps that include features that are disallowed for the ladder map portion of the competition, another for best co-op map, etc.

Even if the TLMC does not expand to nonladder maps, it can still expand to other portions of the ladder, like 2v2, 3v3, and 4v4. It would be great for TL or Blizzard (or both) to provide a platform for the community to express themselves. The rewards could be set at 0 or something like the community portrait and maps would still be submitted for some extraneous categories.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 22 2018 21:58 GMT
#52
On January 23 2018 06:35 Antares777 wrote:
I think splitting the map community with multiple different competitions would be a mistake. It would be better for the TLMC to expand in the future and have more narrow categories. There can be one for melee maps that include features that are disallowed for the ladder map portion of the competition, another for best co-op map, etc.

Even if the TLMC does not expand to nonladder maps, it can still expand to other portions of the ladder, like 2v2, 3v3, and 4v4. It would be great for TL or Blizzard (or both) to provide a platform for the community to express themselves. The rewards could be set at 0 or something like the community portrait and maps would still be submitted for some extraneous categories.


I doubt that'll happen. 2v2/3v3/4v4 just don't have enough players or exposure to be worth the effort for Blizzard. Besides, what does a 4v4 map that has enough expansions for macro to be viable, and yet does not have excessive distances everywhere even look like?
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2018-01-25 11:01:25
January 25 2018 10:26 GMT
#53
There's a critical lack of 4 player maps, which led Blizzard to decide to reuse Frost in the last season of 2017, only to change their mind at the last moment and instead use Catallena, and for the current GSL to use "Darkness Sanctuary" (WTF).

So the lack of good 4 player maps is a big problem. I hope there's at least one ladder-usable 4 player map that comes out of this TLMC, so this situation doesn't repeat itself.

4 player maps have also lack variety. They've all been macro maps. I'd like to see a standard or rush 4 player map.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
January 25 2018 10:46 GMT
#54
4 player maps are awful for 1v1, there are too many spawn issues and base count always becomes exaggerated. A lot of players not just pros requested to not have 4p maps and imo it's working well, we're getting more and more variety in the 2p maps now. There's no need for alterzim or deadwing when you can have ascension to aiur etc.

Most 4p maps live purely off of nostalgia and it's easy to forget the frustrating parts about spawn imbalances. There also was a standard sized 4p map, Lerilak Crest. It was not well received
Team Liquid
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2018-01-25 11:00:13
January 25 2018 10:57 GMT
#55
On January 25 2018 19:46 Liquid`Snute wrote:
4 player maps are awful for 1v1, there are too many spawn issues and base count always becomes exaggerated. A lot of players not just pros requested to not have 4p maps and imo it's working well, we're getting more and more variety in the 2p maps now. There's no need for alterzim or deadwing when you can have ascension to aiur etc.

Most 4p maps live purely off of nostalgia and it's easy to forget the frustrating parts about spawn imbalances. There also was a standard sized 4p map, Lerilak Crest. It was not well received

You have Darkness Sanctuary in GSL, so I don't think your mission to eradicate 4 player maps is going that well. If 4 player maps are killed forever, that's fine, but having bad 3-4 player maps is worse than having good ones.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
January 25 2018 11:05 GMT
#56
GSL are free to do their own thing and it's not like I'm on a mission or anything, just genuinely don't see any substantial advantages to 4p over 2p, especially when the maps become as super-sized as Darkness Sanctuary. might as well have Acolyte >< 4p maps have caused a lot of degraded games, especially inferno pools, stuff like deadwing horizontal, same applies to frost and Whirlwind although a bit more subtly than inferno pools.++
Team Liquid
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
January 25 2018 11:08 GMT
#57
Very hard to make a good and fair 4p map
Team Liquid
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2018-01-25 11:21:20
January 25 2018 11:17 GMT
#58
A lot of mappers will agree with Snute as well. 4p maps are just generally not as interesting to make since spawn imbalances, the massive number of bases and generally being forced to cross spawn only, thus just making it a 2p map anyway which means you should have just made a 2p map in the first place.

In LoTV, players need more and more bases in smaller and smaller spaces. So, it generally means you're going to have about 5 bases per corner for each player, which means at least 20 bases on the entire map, which is a shit ton of bases to fit in when you're trying to keep it in at least a 72x72 (at most 80x80) square since you'll have to mirror/rotate it 3x. Yes, pretty much any map bigger than 160x160 sucks. Sorry, it's just too big for the most part.

With that said though, I am going to submit one 4p map this tournament under the new section. I'm sure tons of players will hate it if it ends up being picked up. I mean, all spawns would be enabled and there are plenty of air blockers as well. Both things many players dislike lol. But hey, I like to experiment sometimes, have 6 entries, so why not!
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.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 26 2018 06:38 GMT
#59
Come on mappers? Anyone submitting anything? I'd love to see the maps. I just finished. I'll probably post my 6 maps soon. 2 macro, 2 standard, 2 new. That's how I'll submit. I've done rush here or there (boardwalk baby!) but this time, I'm going all out against rush.

5 2p maps, 1 4p map. oohh yeah! I'll probably post pics and overviews soon enough. =)
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: 2018-01-26 08:26:33
January 26 2018 08:25 GMT
#60
I'll probably submit Pharaoh under new: [image loading]

Dunno if I'll submit anything else.
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