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Team Liquid Map Contest: Team Edition! - Page 2

Forum Index > SC2 General
71 CommentsPost a Reply
Prev 1 2 3 4 Next All
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 24 2018 17:52 GMT
#21
I'm generally aware of certain concepts like high-mobility units like Hellion/Zergling being able to split players apart very effectively, but team play in general is much more in the dark than 1v1, so I'd love any bits of advice from actual team game players.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ryuuga
Profile Joined July 2018
United States7 Posts
Last Edited: 2018-07-25 04:33:27
July 25 2018 04:32 GMT
#22
Hi guys here's my map 055

Map Name: 055

+ Show Spoiler +
[image loading]


Top versus bottom

Playable Dimensions: 118 x 128 = 15,104

Category: 2 v 2, Semi Fortress & Rush

Inspired by the campaign mission Zero Hour. The map 055 features a main base with a large ramp leading to the natural expansion of both players. The distance between the main bases of opposing team is not that far apart as rush attack can be pretty powerful especially with the large ramp to defend. The natural expansion of allies expands away from each other, but not to the point that’s undefendable with the help of allies. What makes 055 a semi-fortress type map is the two paths by the natural expansion away from your ally. Once players starts to expand to the natural expansion they will need to defend those paths, splitting up the two players. Skillful team play is the key to victory and especially so on 055, because on any given moment you or you ally can be facing two opponents in a 1 v 2 scenario since the map is designed to split the team players up. Coordinate with your ally to attack, defend, and overpower your opponent.

Distance between bases

Main to main: 24s
Natural to natural: 20s
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-07-25 04:44:25
July 25 2018 04:44 GMT
#23
On July 25 2018 13:32 Ryuuga wrote:
Hi guys here's my map 055

Map Name: 055

+ Show Spoiler +
[image loading]


Top versus bottom

Playable Dimensions: 118 x 128 = 15,104

Category: 2 v 2, Semi Fortress & Rush

Inspired by the campaign mission Zero Hour. The map 055 features a main base with a large ramp leading to the natural expansion of both players. The distance between the main bases of opposing team is not that far apart as rush attack can be pretty powerful especially with the large ramp to defend. The natural expansion of allies expands away from each other, but not to the point that’s undefendable with the help of allies. What makes 055 a semi-fortress type map is the two paths by the natural expansion away from your ally. Once players starts to expand to the natural expansion they will need to defend those paths, splitting up the two players. Skillful team play is the key to victory and especially so on 055, because on any given moment you or you ally can be facing two opponents in a 1 v 2 scenario since the map is designed to split the team players up. Coordinate with your ally to attack, defend, and overpower your opponent.

Distance between bases

Main to main: 24s
Natural to natural: 20s


With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?
Ryuuga
Profile Joined July 2018
United States7 Posts
July 25 2018 05:00 GMT
#24
On July 25 2018 13:44 ZigguratOfUr wrote:

With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?


Scouts and wall up asap. ^.^
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 25 2018 05:14 GMT
#25
On July 25 2018 14:00 Ryuuga wrote:
Show nested quote +
On July 25 2018 13:44 ZigguratOfUr wrote:

With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?


Scouts and wall up asap. ^.^


Getting a wall up in time (even without scouting) might just be slightly impossible.
Ryuuga
Profile Joined July 2018
United States7 Posts
July 25 2018 07:02 GMT
#26
On July 25 2018 14:14 ZigguratOfUr wrote:
Show nested quote +
On July 25 2018 14:00 Ryuuga wrote:
On July 25 2018 13:44 ZigguratOfUr wrote:

With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?


Scouts and wall up asap. ^.^


Getting a wall up in time (even without scouting) might just be slightly impossible.


12 pool starts at around 18s, finishes at 1:04, and hits by 1:46. Protoss and Terran can finish wall by 1:40 easily with early scout after the first Pylon as Protoss and as the Supply Depot is being placed as Terran. Since it's a small rush distance scouting early is a must as standard play if player don't want to lose to rush.

First Supply Depot / Pylon starts at 18s and the first Barrack / Gateways starts at 40s. Worker will reach the opposing base at 44s assuming the pool is scouted as it finishes at 1:04 there's a 44s window to completely wall off the ramp with 4 Supply Depot and 2 Barracks as double Terran, 4 Pylon and 2 Gateway as Protoss, and any other way to mix and match the wall off.

Scout and wall, you'll be fine. ^.^
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2018-07-25 08:03:54
July 25 2018 07:34 GMT
#27
12pool? ZZ is just going to double 13/12
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Yrr
Profile Joined June 2012
Germany804 Posts
July 25 2018 08:20 GMT
#28
Map Name: 055
The layout looks nice for earlygame (if early pool isnt too strong) but once the midgame start it seems impossible to cross those bridges versus a defending army. A few defensive tank will defeat any ground army.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Ryuuga
Profile Joined July 2018
United States7 Posts
July 25 2018 22:22 GMT
#29
On July 25 2018 17:20 Yrr wrote:
Map Name: 055
The layout looks nice for earlygame (if early pool isnt too strong) but once the midgame start it seems impossible to cross those bridges versus a defending army. A few defensive tank will defeat any ground army.


It can be pretty rough crossing the bridge once a sizable army is on the other side. I would not recommend spear heading into tanks trying to break into a defending Terran during the mid game or any other huge army.

Instead, draw a line to defend and go on the offense on the other bridge or any other way to deal damage that avoids a direct army confrontation.
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
Yrr
Profile Joined June 2012
Germany804 Posts
July 25 2018 22:36 GMT
#30
If I see it correctly there are only 2 attack paths and both are hard to fight through. 2 paths is already very little but 2 bridges is even harder.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Freeze_be
Profile Joined February 2017
Korea (South)14 Posts
July 26 2018 05:27 GMT
#31
No custom textures is basic texture only use?
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 26 2018 09:07 GMT
#32
On July 26 2018 14:27 Freeze_be wrote:
No custom textures is basic texture only use?


Rules/Restrictions:

No custom textures or Force Fields.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Avexyli
Profile Blog Joined April 2014
United States699 Posts
July 26 2018 23:41 GMT
#33
You cant wall off a ramp that early with that short of a rush distance.

Apotheosis had I believe a 38 second rush distance as a 1v1 map and Protoss would often not have zealot out in time if caught by a 12 pool if following a standard build, and thats a 1x1 ramp. Having it below 20s in what looks to be a 3x ramp would be impossible.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2018-07-28 02:34:11
July 28 2018 02:32 GMT
#34
You gotta keep the rush distances similar to 1v1 maps. These short rush / big ramp maps are the reason I used to open fast double-gate or double-rax before gas/xpo in team games. I was dia in 3v3 and high master in 4v4 WoL/HotS doing these kinds of builds. In 2v2 especially very fast timing attacks hit extremely hard.

Keep the rush distances similar to 1v1, but make it so that there are enough bases and attack paths to keep things interesting. It's not an easy thing to do without making super huge maps or having really weird layouts.

Also regarding multiple attack paths, this can often favor the attacker if the defenders have no way to help out a teammate. So make sure that defenders can get to their allies if you're going to have lots of attack paths, otherwise you end up with 3v1 or 4v1 situations where one teammate just gets picked off early on. (And unfortunately the correct way to react to this on some maps is to let your teammate die and counter - which is obviously not fun for the player being singled out.)
~ ~ <°)))><~ ~ ~
Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-07-29 06:41:30
July 29 2018 05:54 GMT
#35
On July 24 2018 23:19 Superouman wrote:
Show nested quote +
On July 24 2018 19:38 Adramelech1 wrote:
I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas

What are the importants things we shouldn't do?



On July 25 2018 02:52 NewSunshine wrote:
I'm generally aware of certain concepts like high-mobility units like Hellion/Zergling being able to split players apart very effectively, but team play in general is much more in the dark than 1v1, so I'd love any bits of advice from actual team game players.


Short version of things that I believe either needs improvements or should be considered for 3v3, as a 3v3 regular:

- Walling. Sometimes the maps layout aren't very... intuitive. And it confuses people. People who maybe aren't used to those maps, or maybe really just don't know any better. I'd like to see more maps in 3v3 where the walling is intuitive for both the less experienced player and the veteran. This has a lot to do with base ramps which is my next gripe.

- Ramps. Middle sized ramps are okay. However I believe gigantic ramps, such as the colossal main ramp in Misty Swamp, are bad. Frankly not a fan of those. Awkward to wall(actually impossible if you get zerg teammates) and difficult to defend. Oh and if we are going to have unprotected backdoor(s) please don't make both the back door(s) and the main ramp(s) large. Or at least give us some rocks. Don't make it impossible to wall when we uh, get zerg team mates. Another suggested map I don't like is Bastion of the Conclave, you cannot reliably secure your natural on that map due to the gigantic ramp leading to it, once again if you get zerg allies you can pretty much forget about it.

- All players should be entitled to AT LEAST a natural base on non-rush maps as a rule of thumb. It only makes sense. Personally I wouldn't mind seeing one map where ALL players can achieve 3 base without too much of a hassle. Currently there is no such maps in 3v3 even though there used to be in the past, except for Black Site, but the wall up on Black Site is kind of tricky and not very obvious, basically you have 2 versions of wall ups here: The safe version and the greedy version. Safe version provides easy 2 base and high ground advantage but requires a wall up at 3 different locations. Greedy version provides easier 3 base with a double wall up on low ground. The double wall up on low ground can be achieved in a somewhat reasonable amount of time by 1 terran with a 1/1/1 opener. If not playing terran and you get zerg allies you are probably screwed out of a wall.

~Example~

A good example of a macro oriented team map that makes good utilization of ramps and rocks is the 4v4 map "Old Estate". I'd like to see something like it for 3v3 again. It has a LOT of bases, the walling is intuitive, safe and easy, the gold bases are pretty hard to take, the backdoor is protected by rocks. Doesn't possesses ridiculous amounts of air space. The dreaded skytoss play and air play in general everyone in the team scene evidently hates isn't as predominant because that stuff can be countered more easily when there isn't too much air space to abuse.... We might even see more variety in the 3v3 low-mid level protoss meta!!... Yeah that's not going to happen. The map certainly does not eliminates that style of play given its inherent macro potential. Yet, good players shall prevail, most of the time.


Well this was supposed to be a short version and I went on and on for a while .... Bleh, let me know if you guys would like to hear more from me
Ej_
Profile Blog Joined January 2013
47656 Posts
July 29 2018 06:41 GMT
#36
FWIW, I think old estate is a garbage carrier map.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Adramelech1
Profile Joined March 2018
19 Posts
Last Edited: 2018-07-29 06:52:28
July 29 2018 06:49 GMT
#37
On July 29 2018 15:41 Ej_ wrote:
FWIW, I think old estate is a garbage carrier map.


i don't know in my experience that style doesn't seems to be that strong on that map because 1. you don't die as easily to all-ins and 2. not a lot of air space and 3. yeah he can macro up but so can you

So if you just play better than them and punish them for playing greedy it shouldn't be too much of an issue imo. I think it's a worth compromise.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 29 2018 10:23 GMT
#38
2v2:
[image loading]
3v3:
[image loading]
[image loading]
4v4:
(preview)
[image loading]
"Not you."
Ryuuga
Profile Joined July 2018
United States7 Posts
July 29 2018 21:28 GMT
#39
Hey guys!

Thanks for everyone who commented on my map 055 thus far, giving me you opinion and suggestions.

I just started a revision of the map 055 in tandem with a 3 player map I'm also making for this tournament. The objective of the revision is to achieve the balance of rush, early game play, and the mid to late game where base count will not become an issue and to add a layer of depth and sophistication to the game play where it isn't just about rush and the early game, but also the late game, which can be full of fireworks as well.

Your SC2 Melee Map Architect,
-Ryuuga
StarCraft melee map maker since 2008. SC2 Rank: 1s Diamond League & Team Master League; Race: Random
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2018-07-30 17:53:22
July 30 2018 17:52 GMT
#40
So yesterday i manage to finish a 2v2 map and maybe later on this week I'll finish a 3v3/4v4/maybe another 2v2 map.
Anyways heres, Grounds of the Zalria!

[image loading]

Its uploaded to all servers under the [PLX] name. And can be easily found by such. I am not responsible for anyone who gets rushed, cheesed, memed, or skytossed on this map. even though its rush distance is surprisingly long.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
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