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Announcing TLnet Map Contest 14 - Page 2

Forum Index > SC2 General
143 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
Legan
Profile Joined June 2017
Finland581 Posts
January 09 2020 23:47 GMT
#21
The pre-judging feedback deadline is wrongly 9th of June.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
TheRealNanMan
Profile Blog Joined November 2010
United States1471 Posts
January 10 2020 00:04 GMT
#22
Very interested to see what rush maps people come up with ^_^ I always love the TLMC
Sc2 Caster | Host of Sc2 Up & Coming | The Godfather of Team LXG | Sc2 Historian | Youtube.com/NanMan | Twitch.tv/TheRealNanMan | Twitter.com/TheRealNanMan |
Kantuva
Profile Joined April 2010
Uruguay211 Posts
January 10 2020 01:07 GMT
#23
I'm super interested in what will come out of the Rush Category+Mineral Walls, the Mineral Walls have always been used in very interesting fashion coupled with aggressive maps in BW, so im quite hyped to see what mappers will be able to deliver 👀
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
sneakyfox
Profile Joined January 2017
8217 Posts
January 10 2020 09:17 GMT
#24
Some good things coming from Blizzard here. There is now at least an intention to have less huge maps, and I really like the "Post contest map iteration phase" where the mapmakers themselves get to do edits to the maps, instead of blizzard just doing it.
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
Harris1st
Profile Blog Joined May 2010
Germany7350 Posts
January 10 2020 09:55 GMT
#25
Overlord high ground scout positions over naturals have become more popular in recent maps. We want to remind everyone that while these spots are still acceptable, they are not required, and we’d like to see a greater variety in how they’re placed.


Adjusted the "Average rush distance" and "Playable map dimensions" values. Over the last few contests, we've noticed that maps tend to become bigger and bigger. While this is absolutely OK we also want some variety in what's submitted and have therefore adjusted the suggested values. That being said, these are just suggestions. You can go higher or lower!


Very nice! Makes it a tiny bit harder for Zerg to get a full scout early on but with smaller map, might just sac an Ovi once in a while
Go Serral! GG EZ for Ence. Flashbang dance FTW
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
January 10 2020 11:06 GMT
#26
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!

ZugzwangSC
Profile Joined October 2019
87 Posts
January 10 2020 16:04 GMT
#27
On January 10 2020 02:15 Superouman wrote:
It's finally time! Let's see if i can defend my crown.


Your maps have been awesome, er super even. I'll be keen to see what you come up with next!
www.youtube.com/c/zugzwangstarcraft
CharactR
Profile Joined January 2020
Canada111 Posts
January 10 2020 22:05 GMT
#28
Hoping to finally get a finalist gl everyone!
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
LHK
Profile Joined May 2015
204 Posts
January 11 2020 01:24 GMT
#29
On January 10 2020 06:29 ZigguratOfUr wrote:
Show nested quote +
On January 10 2020 04:52 LHK wrote:
I really do hope we get some cool smaller maps. I know it's not popular, but I loved Defenders Landing and Paladino Terminal. Aesthetically they were my kind of map and i liked that hardcore rush was viable as well as macro play. I prefer having to adjust my playstyle / build to each map instead of just blindly doing the same thing every game. Just my opinion.


Defender's Landing had a few minor problem such as Protoss never being able to beat Zerg due to the two openings to the natural.


its true that standard play struggled on that map but i had a good bit of success on that map opening with a 3 gate sentry expand similar to WOL, delayed expansion and putting pressure on. yeah that playstyle doesn't work on any other map, but it worked well for me at M1 / vs low gm's at the time and was a lot of fun.

i think there's always viable ways to play any map if one spends time to problem solve.
-Laura
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-01-11 02:45:28
January 11 2020 02:24 GMT
#30
On January 11 2020 10:24 LHK wrote:
Show nested quote +
On January 10 2020 06:29 ZigguratOfUr wrote:
On January 10 2020 04:52 LHK wrote:
I really do hope we get some cool smaller maps. I know it's not popular, but I loved Defenders Landing and Paladino Terminal. Aesthetically they were my kind of map and i liked that hardcore rush was viable as well as macro play. I prefer having to adjust my playstyle / build to each map instead of just blindly doing the same thing every game. Just my opinion.


Defender's Landing had a few minor problem such as Protoss never being able to beat Zerg due to the two openings to the natural.


its true that standard play struggled on that map but i had a good bit of success on that map opening with a 3 gate sentry expand similar to WOL, delayed expansion and putting pressure on. yeah that playstyle doesn't work on any other map, but it worked well for me at M1 / vs low gm's at the time and was a lot of fun.

i think there's always viable ways to play any map if one spends time to problem solve.


That's true at any level but the highest. And since the maps do have to be played at the pro level they should strive to be somewhat balanced. That being said it's not like smaller rushy maps are unbalanceable--they just haven't been particuarly successful in the past.
Solar424
Profile Blog Joined June 2013
United States4001 Posts
January 11 2020 03:45 GMT
#31
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.
MarcusRife
Profile Joined March 2011
343 Posts
January 11 2020 06:46 GMT
#32
Are gold minerals still allowed?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 11 2020 06:58 GMT
#33
On January 11 2020 15:46 MarcusRife wrote:
Are gold minerals still allowed?


Yes.

They still have the regular warning though:

When deciding to utilize a gold base, make sure there is some sort of risk associated with them. Otherwise, gold mineral bases with low risk tend to usually favor Zerg over the other races.
mrjaco
Profile Joined January 2020
1 Post
January 11 2020 08:46 GMT
#34
It's finally time! Let's see if i can defend my crown.


User was banned for this post.
Ej_
Profile Blog Joined January 2013
47656 Posts
January 11 2020 20:04 GMT
#35
On January 11 2020 12:45 Solar424 wrote:
Show nested quote +
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Solar424
Profile Blog Joined June 2013
United States4001 Posts
January 12 2020 04:32 GMT
#36
On January 12 2020 05:04 Ej_ wrote:
Show nested quote +
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 12 2020 04:46 GMT
#37
On January 12 2020 13:32 Solar424 wrote:
Show nested quote +
On January 12 2020 05:04 Ej_ wrote:
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?


By paying 100/100.
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
January 12 2020 05:38 GMT
#38
On January 11 2020 17:46 mrjaco wrote:
It's finally time! Let's see if i can defend my crown.


User was banned for this post.


huh?
Writerhttp://i.imgur.com/9p6ufcB.jpg
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-01-12 05:53:06
January 12 2020 05:51 GMT
#39
On January 12 2020 14:38 Nakajin wrote:
Show nested quote +
On January 11 2020 17:46 mrjaco wrote:
It's finally time! Let's see if i can defend my crown.


User was banned for this post.


huh?


It's one of those copy paste some other user's post and later edit in links adbots.
Ej_
Profile Blog Joined January 2013
47656 Posts
January 12 2020 08:02 GMT
#40
On January 12 2020 13:46 ZigguratOfUr wrote:
Show nested quote +
On January 12 2020 13:32 Solar424 wrote:
On January 12 2020 05:04 Ej_ wrote:
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?


By paying 100/100.

Alternatively, since overlord pillars allow you only to overlook a natural, fly there sacraficing an overlord, which is 100 minerals.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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