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Team Liquid Map Contest 12 - Page 6

Forum Index > SC2 General
114 CommentsPost a Reply
Prev 1 4 5 6 All
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 05 2019 14:44 GMT
#101
On February 05 2019 05:17 ZigguratOfUr wrote:
Show nested quote +
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

I mean, they're harder to defend, but is that necessarily bad for the game? Could you have less bases, further spread apart if there were more minerals per patch?

Or do you guys think this is just the optimal type of map for sc2?
Cereal
Ej_
Profile Blog Joined January 2013
47656 Posts
February 05 2019 14:53 GMT
#102
On February 05 2019 23:44 InfCereal wrote:
Show nested quote +
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one
"Technically the dictionary has zero authority on the meaning or words" - Rodya
JaleVeliki
Profile Joined February 2015
Croatia10 Posts
February 05 2019 15:01 GMT
#103
Here is my standard submission:

+ Show Spoiler +


Double Agent
[image loading]
TLMC11 finalist with 'Sudden Awakening' https://imgur.com/a/iAdLhtn
YTMadnetics
Profile Joined September 2018
Ireland51 Posts
February 05 2019 15:12 GMT
#104
On February 06 2019 00:01 JaleVeliki wrote:
Here is my standard submission:

+ Show Spoiler +


Double Agent
[image loading]


Is this map not incredibly favored towards Terran?

Not a negative point more of a question.

Incredibly easy for Terran to get to 4/5 bases due to the chokes for tanks/high ground bases + a large amount of space to drop in main?
"There is no cure for being an asshole"
themusic246
Profile Joined December 2012
United States211 Posts
February 05 2019 15:18 GMT
#105
Could you have less bases, further spread apart if there were more minerals per patch? Or do you guys think this is just the optimal type of map for sc2?


Aside from it being against the general standards of the contest, here are a few reasons why you generally don't see this:

1. If you modify the minerals for the mains/nats of every ladder map it would change the meta drastically from map to map. Having a universal strict standard is arguably more intuitive/balanced.
2. It could impact certain races differently and create imbalance quickly.
3. Modifying node values introduces unnecessary complexity having to learn mineral node values on all maps (literally clicking on each node and reading the max values)
4. Would inherently create turtley maps (if values are increased a lot) which tend to have a negative stigma and are overall less "eventful" and fun
5. Having a Big Game Hunters LotV is not in popular demand for competitive ladder at the moment (it was my favorite BW map though xD)


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
Elentos
Profile Blog Joined February 2015
55511 Posts
February 05 2019 15:35 GMT
#106
On February 05 2019 23:53 Ej_ wrote:
Show nested quote +
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"
Every 60 seconds in Africa, a minute passes.
themusic246
Profile Joined December 2012
United States211 Posts
February 06 2019 04:14 GMT
#107
Alright almost 100 map previews posted.. predictions anyone?
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
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 06 2019 08:28 GMT
#108
On February 06 2019 00:35 Elentos wrote:
Show nested quote +
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Avexyli
Profile Blog Joined April 2014
United States694 Posts
February 06 2019 19:13 GMT
#109
On February 06 2019 17:28 opisska wrote:
Show nested quote +
On February 06 2019 00:35 Elentos wrote:
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...


I implore you to open the editor and spend quite a bit of time learning how to make maps and you'll find the reasons why most maps "look the same" as some people put it. People arguing about what maps can and should be from their armchair get a little tiring for us after so many years.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 07 2019 16:56 GMT
#110
On February 07 2019 04:13 Avexyli wrote:
Show nested quote +
On February 06 2019 17:28 opisska wrote:
On February 06 2019 00:35 Elentos wrote:
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...


I implore you to open the editor and spend quite a bit of time learning how to make maps and you'll find the reasons why most maps "look the same" as some people put it. People arguing about what maps can and should be from their armchair get a little tiring for us after so many years.


Avex editor bootcamp when
Cereal
Avexyli
Profile Blog Joined April 2014
United States694 Posts
February 07 2019 20:29 GMT
#111
On February 08 2019 01:56 InfCereal wrote:
Show nested quote +
On February 07 2019 04:13 Avexyli wrote:
On February 06 2019 17:28 opisska wrote:
On February 06 2019 00:35 Elentos wrote:
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...


I implore you to open the editor and spend quite a bit of time learning how to make maps and you'll find the reasons why most maps "look the same" as some people put it. People arguing about what maps can and should be from their armchair get a little tiring for us after so many years.


Avex editor bootcamp when


Soon, very soon.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
themusic246
Profile Joined December 2012
United States211 Posts
February 09 2019 17:53 GMT
#112
Results when [image loading]
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
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
February 09 2019 19:54 GMT
#113
On February 10 2019 02:53 themusic246 wrote:
Results when [image loading]

Tomorrow morning EU time. We're gonna finalize the standings tonight and I'll make a post
AdministratorI'm dancing in the moonlight
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 10 2019 01:51 GMT
#114
A few that stood out to me!

Standard:
Dispatch by Zweck
Primus by Solstice

Macro:
Final Boss by Superouman
Grand Blue by Freeze_be
Seorabeol by RQM

Challenge #1 (mineral node blocking):
Sylia by Pklixian

Challenge #2 (inhibitor zone):
Beach Station by NegativeZero
Mungyeong Saejae by RQM
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
faciliyatsi
Profile Joined February 2019
1 Post
Last Edited: 2019-02-13 19:33:54
February 13 2019 18:14 GMT
#115
Bot edit.

User was banned for this post.
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