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Team Liquid Map Contest #11 Finalists - Page 2

Forum Index > SC2 General
53 CommentsPost a Reply
Prev 1 2 3 Next All
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
July 31 2018 03:13 GMT
#21
I can't really tell from these full-map screenshots, but from here it looks like Automaton has wood panelling for its low ground, which is novel. Not sure about the white lines though.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
July 31 2018 03:52 GMT
#22
They are.

The white lines are smoke from LOS blockers.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Ej_
Profile Blog Joined January 2013
47656 Posts
July 31 2018 04:13 GMT
#23
In-base natural makes it to challenge category, shoot me
"Technically the dictionary has zero authority on the meaning or words" - Rodya
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 31 2018 04:18 GMT
#24
On July 31 2018 13:13 Ej_ wrote:
In-base natural makes it to challenge category, shoot me

"Guidelines: Design a map where each player’s starting location and/or natural expansion are close by air but further by ground. The map should also favor aggression from both players"
vibeo gane,
Durnuu
Profile Joined September 2013
13320 Posts
Last Edited: 2018-07-31 06:22:57
July 31 2018 06:19 GMT
#25
At this point I'm just surprised Tree Station didn't make it
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-07-31 06:35:13
July 31 2018 06:34 GMT
#26
Right now I'd rank the maps as follows:

    Good
  1. Kairos Junction
  2. New Repugnancy
  3. Port Aleksander
  4. Year Zero
    Decent
  5. Automaton
  6. Sudden Awakening
  7. Lotus
    Marginal
  8. King's Cove
  9. Reminiscence
  10. Stasis
  11. Cyber Forest
    Bad
  12. Ritual Moopy Temple
  13. Extraction
  14. Antigonus
  15. Crystal Cavern
  16. Crystalline Addiction
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2018-07-31 07:45:22
July 31 2018 06:57 GMT
#27
As always, I find the judging pretty uninspired but with 2 progamers in the jury it's always to be expected. At least this time I know which map I'll vote for so that's positive.

Still not sold on this neutral missile turret thingy.

However I have a proposition :

What about changing the format of the TLMC and adopting a General ticket representation format where each judge picks 7 maps and the public gets to vote for one of the judge's map pack (And keep the map packs anonymous to avoid any popularity contest between the juries)

It would allow for greater map diversity and better reflect each of the judge's opinion on the maps that were submitted. That'd also allow for a larger jury panel more representative of the whole community

It could go like this : 2 voting phase :
Phase 1 : The community votes for their favourite map pack. The two most voted map packs (14 maps total) get tested during the map test tournament
Phase 2 : Either the community gets to choose between one of the two map packs or the two map packs get merged and we get to vote for each map individualy like it's the case right now
rly ?
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
July 31 2018 08:26 GMT
#28
Year Zero, Kairos Junction, Reminiscence looks pretty good
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
Shathe
Profile Joined July 2017
Hungary422 Posts
July 31 2018 11:00 GMT
#29
Just please make maps bright enough. i hate dark maps.
151
Profile Joined November 2017
10 Posts
July 31 2018 13:05 GMT
#30
wow, this game is so done and over I'm not even gonna vote this time.
bye.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
July 31 2018 16:05 GMT
#31
On July 31 2018 15:57 algue wrote:
As always, I find the judging pretty uninspired but with 2 progamers in the jury it's always to be expected. At least this time I know which map I'll vote for so that's positive.

Still not sold on this neutral missile turret thingy.

However I have a proposition :

What about changing the format of the TLMC and adopting a General ticket representation format where each judge picks 7 maps and the public gets to vote for one of the judge's map pack (And keep the map packs anonymous to avoid any popularity contest between the juries)

It would allow for greater map diversity and better reflect each of the judge's opinion on the maps that were submitted. That'd also allow for a larger jury panel more representative of the whole community

It could go like this : 2 voting phase :
Phase 1 : The community votes for their favourite map pack. The two most voted map packs (14 maps total) get tested during the map test tournament
Phase 2 : Either the community gets to choose between one of the two map packs or the two map packs get merged and we get to vote for each map individualy like it's the case right now

Map diversity is already very high by the contest's design, it's pretty hard NOT to get diversity with this even if the voting seems "uninspired" to some. It's not like the pros "win out every time" or anything, the judges are also competing. All of this depends on your map-political stance too. For some people it would be unfathomable to have TLMC judged by anything BUT pros, for others they would rather see all pros removed. It's hard enough as it is to get anyone - pros or not - to take time out of their life to help study/judge sadly. Personally I think TLMC judging should have at least 3+ high ranking pros of each race, but it's hard. Idk.

I've written this many times before on these forums but I think the 7 map pool thing is flawed to begin with. It would be amazing to have a secondary matchmaking-ladder with a ridiculously large amount of maps. Too bad about queue time being the big scary monster preventing it. Would be easier to keep balanced/standard maps contained to WCS/GSL and allow for fun on the side. Easier for pros to be a bit less 'sensible' in terms of balance-weighted voting for contests like this too. For example I noticed a map that could've been great for mirror match-ups or in general, but most likely would have ZvT balance issues. From a tournament perspective it's not good to have maps that are clearly going to get vetoed consistently in one match-up or will affect balance in a bo5s or bo7 finals where you run out of vetos. Things like that. It's an unfortunate situation how restrictive the map pool system has been through the years. But yeah a bit off-topic and we all know the 7map situation is not going anywhere anyway, lol. There's plenty of other ideas out there on how to improve things, but we have to work with what we have. Lots of great entries in this one and I hope there'll be even more entries and especially judges for the next ones.
Team Liquid
Kerdinand
Profile Joined November 2016
Germany113 Posts
July 31 2018 17:05 GMT
#32
I'm honestly a bit surprised by the Challenge #2. I expected the RMTs to be more like Xel'Naga towers, where you have like 1 or 2 at strategic positions, to prevent observers or lone medivacs from passing. But it seems like the mapmakers really spammed the turrets to huge amounts.
Even the first map (that takes a "lighter appoach") has a whole battery of RMTs, and the others always use them in packs of 4, and lots of those packs.
This is not really meant to be criticizing, but could maybe someone explain why they weren't used in smaller numbers? Would they have too little significance then?
Na jakar me'nah. - sOs - PartinG - Stats
TheHallucinati
Profile Joined May 2018
7 Posts
July 31 2018 18:28 GMT
#33
On August 01 2018 02:05 Kerdinand wrote:
I'm honestly a bit surprised by the Challenge #2. I expected the RMTs to be more like Xel'Naga towers, where you have like 1 or 2 at strategic positions, to prevent observers or lone medivacs from passing. But it seems like the mapmakers really spammed the turrets to huge amounts.
Even the first map (that takes a "lighter appoach") has a whole battery of RMTs, and the others always use them in packs of 4, and lots of those packs.
This is not really meant to be criticizing, but could maybe someone explain why they weren't used in smaller numbers? Would they have too little significance then?


Cant speak for others, but I submitted a map to challenge two with 8 RMT pods, and was told that it didnt have enough RMTs for the challenge. Maps with fewer RMTs were likely just not selected.
cYaN
Profile Joined May 2004
Norway3322 Posts
July 31 2018 18:52 GMT
#34
I kind of like Year Zero, but I was hoping for something a bit more unusual.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 31 2018 18:54 GMT
#35
On August 01 2018 02:05 Kerdinand wrote:
I'm honestly a bit surprised by the Challenge #2. I expected the RMTs to be more like Xel'Naga towers, where you have like 1 or 2 at strategic positions, to prevent observers or lone medivacs from passing. But it seems like the mapmakers really spammed the turrets to huge amounts.
Even the first map (that takes a "lighter appoach") has a whole battery of RMTs, and the others always use them in packs of 4, and lots of those packs.
This is not really meant to be criticizing, but could maybe someone explain why they weren't used in smaller numbers? Would they have too little significance then?


They are destructible and don't have much hp, so having very few would just bother zergs early on and not have any effect later in the game.
Carminedust
Profile Joined October 2014
487 Posts
July 31 2018 19:36 GMT
#36
hopefully extraction or stasis get into the map pool can see everyone enjoying playing on those type of maps
Maybe was Zoun only Fan before he retired idk
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 01 2018 04:32 GMT
#37
Incidentally props to JaleVeliki for very deservedly making it into the finals--to the best of my knowledge he hasn't been mapmaking long at all (only a few months?) which makes the fact that he was able to create a map of the caliber of Sudden Awakening all the more impressive.
algue
Profile Joined July 2011
France1436 Posts
August 01 2018 12:56 GMT
#38
Weird to see that an extractor is impossible to build on a vespene geyser on King's Cove. Seems like the most basic map testing one can do is loading the map, taking all the bases and building extractors everywhere.
rly ?
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 01 2018 13:42 GMT
#39
On August 01 2018 01:05 Liquid`Snute wrote:
Show nested quote +
On July 31 2018 15:57 algue wrote:
As always, I find the judging pretty uninspired but with 2 progamers in the jury it's always to be expected. At least this time I know which map I'll vote for so that's positive.

Still not sold on this neutral missile turret thingy.

However I have a proposition :

What about changing the format of the TLMC and adopting a General ticket representation format where each judge picks 7 maps and the public gets to vote for one of the judge's map pack (And keep the map packs anonymous to avoid any popularity contest between the juries)

It would allow for greater map diversity and better reflect each of the judge's opinion on the maps that were submitted. That'd also allow for a larger jury panel more representative of the whole community

It could go like this : 2 voting phase :
Phase 1 : The community votes for their favourite map pack. The two most voted map packs (14 maps total) get tested during the map test tournament
Phase 2 : Either the community gets to choose between one of the two map packs or the two map packs get merged and we get to vote for each map individualy like it's the case right now

Map diversity is already very high by the contest's design, it's pretty hard NOT to get diversity with this even if the voting seems "uninspired" to some. It's not like the pros "win out every time" or anything, the judges are also competing. All of this depends on your map-political stance too. For some people it would be unfathomable to have TLMC judged by anything BUT pros, for others they would rather see all pros removed. It's hard enough as it is to get anyone - pros or not - to take time out of their life to help study/judge sadly. Personally I think TLMC judging should have at least 3+ high ranking pros of each race, but it's hard. Idk.

I've written this many times before on these forums but I think the 7 map pool thing is flawed to begin with. It would be amazing to have a secondary matchmaking-ladder with a ridiculously large amount of maps. Too bad about queue time being the big scary monster preventing it. Would be easier to keep balanced/standard maps contained to WCS/GSL and allow for fun on the side. Easier for pros to be a bit less 'sensible' in terms of balance-weighted voting for contests like this too. For example I noticed a map that could've been great for mirror match-ups or in general, but most likely would have ZvT balance issues. From a tournament perspective it's not good to have maps that are clearly going to get vetoed consistently in one match-up or will affect balance in a bo5s or bo7 finals where you run out of vetos. Things like that. It's an unfortunate situation how restrictive the map pool system has been through the years. But yeah a bit off-topic and we all know the 7map situation is not going anywhere anyway, lol. There's plenty of other ideas out there on how to improve things, but we have to work with what we have. Lots of great entries in this one and I hope there'll be even more entries and especially judges for the next ones.


Were you on the judge team this time? We can't know since the process is opaque.
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-08-01 14:36:20
August 01 2018 14:35 GMT
#40
On August 01 2018 22:42 Superouman wrote:
Show nested quote +
On August 01 2018 01:05 Liquid`Snute wrote:
On July 31 2018 15:57 algue wrote:
As always, I find the judging pretty uninspired but with 2 progamers in the jury it's always to be expected. At least this time I know which map I'll vote for so that's positive.

Still not sold on this neutral missile turret thingy.

However I have a proposition :

What about changing the format of the TLMC and adopting a General ticket representation format where each judge picks 7 maps and the public gets to vote for one of the judge's map pack (And keep the map packs anonymous to avoid any popularity contest between the juries)

It would allow for greater map diversity and better reflect each of the judge's opinion on the maps that were submitted. That'd also allow for a larger jury panel more representative of the whole community

It could go like this : 2 voting phase :
Phase 1 : The community votes for their favourite map pack. The two most voted map packs (14 maps total) get tested during the map test tournament
Phase 2 : Either the community gets to choose between one of the two map packs or the two map packs get merged and we get to vote for each map individualy like it's the case right now

Map diversity is already very high by the contest's design, it's pretty hard NOT to get diversity with this even if the voting seems "uninspired" to some. It's not like the pros "win out every time" or anything, the judges are also competing. All of this depends on your map-political stance too. For some people it would be unfathomable to have TLMC judged by anything BUT pros, for others they would rather see all pros removed. It's hard enough as it is to get anyone - pros or not - to take time out of their life to help study/judge sadly. Personally I think TLMC judging should have at least 3+ high ranking pros of each race, but it's hard. Idk.

I've written this many times before on these forums but I think the 7 map pool thing is flawed to begin with. It would be amazing to have a secondary matchmaking-ladder with a ridiculously large amount of maps. Too bad about queue time being the big scary monster preventing it. Would be easier to keep balanced/standard maps contained to WCS/GSL and allow for fun on the side. Easier for pros to be a bit less 'sensible' in terms of balance-weighted voting for contests like this too. For example I noticed a map that could've been great for mirror match-ups or in general, but most likely would have ZvT balance issues. From a tournament perspective it's not good to have maps that are clearly going to get vetoed consistently in one match-up or will affect balance in a bo5s or bo7 finals where you run out of vetos. Things like that. It's an unfortunate situation how restrictive the map pool system has been through the years. But yeah a bit off-topic and we all know the 7map situation is not going anywhere anyway, lol. There's plenty of other ideas out there on how to improve things, but we have to work with what we have. Lots of great entries in this one and I hope there'll be even more entries and especially judges for the next ones.


Were you on the judge team this time? We can't know since the process is opaque.


The post straight up says that Snute, TLO, JuggernautJason, UpATreeZelda and Kantuva were judges.
Prev 1 2 3 Next All
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