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Team Liquid Map Contest #15 - Page 2

Forum Index > SC2 General
157 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 21 2021 23:53 GMT
#21
Speaking as someone who isn't a judge, I'm definitely looking forward to seeing how the freestyle category pans out this time around.
ModeratorI am still alive, somehow
TL+ Member
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
May 22 2021 01:37 GMT
#22
On May 22 2021 05:22 CharactR wrote:
These will likely be my submissions unless I change my mind.
gl to everyone!

Rush
Hellfire
+ Show Spoiler +
[image loading]

Electric Avenue
+ Show Spoiler +
[image loading]


Standard
Armada
+ Show Spoiler +
[image loading]


Macro
Enchanted Isle
+ Show Spoiler +
[image loading]


Freestyle
Backwoods Compound
+ Show Spoiler +
[image loading]


I did have a very weird 3 player map that would fit the description of freestyle, but I felt like it would be too spicy for the judges tastes and it probably wouldn't score very well. So I went with the safer option.



Maps look very nice! Same Character that’s doing BW map making?
10%
mounteast0
Profile Joined January 2020
59 Posts
Last Edited: 2021-05-22 02:48:54
May 22 2021 02:48 GMT
#23
On May 22 2021 05:22 CharactR wrote:
These will likely be my submissions unless I change my mind.
gl to everyone!

Rush
Hellfire
+ Show Spoiler +
[image loading]

Electric Avenue
+ Show Spoiler +
[image loading]


Standard
Armada
+ Show Spoiler +
[image loading]


Macro
Enchanted Isle
+ Show Spoiler +
[image loading]


Freestyle
Backwoods Compound
+ Show Spoiler +
[image loading]


I did have a very weird 3 player map that would fit the description of freestyle, but I felt like it would be too spicy for the judges tastes and it probably wouldn't score very well. So I went with the safer option.



cool, they look nice.

Speaking as a layman (not judge), just want to ask if electric avenue is a rush map? It seems the path from triangular third to either opposite linear or triangular third would be close / direct, but natural to natural is not that close, may be if metrics (such as time from natural to natural) is provided, it might be easier to look at?

The freestyle map looks very interesting.

Me no expert, so not checking specifics facepalm.

keep up the good work
jpg06051992
Profile Joined July 2015
United States580 Posts
May 22 2021 03:12 GMT
#24
Excellent, can't wait to see the new maps in pro play :D
"SO MANY BANELINGS!"
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2021-05-22 08:18:39
May 22 2021 08:14 GMT
#25
Recycle your old 4p maps by opening them in the map editor, enable the 2p rotational symmetry tool, turn 2 of the 4 spawns into gold mineral, rich vespene geysers islands and remove the spawn positions there. Boom, done, your old 4p map is now a cool and creative rotationnal symmetry 2p map with the feel of a 4p map

Add some speed zones in the middle if your former 4p map was too big to have a 2p map's rush distance
rly ?
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2021-05-22 08:15:31
May 22 2021 08:15 GMT
#26
nuked
rly ?
CharactR
Profile Joined January 2020
Canada113 Posts
Last Edited: 2021-05-22 09:30:56
May 22 2021 09:17 GMT
#27
Maps look very nice! Same Character that’s doing BW map making?

The very same.

cool, they look nice.

Speaking as a layman (not judge), just want to ask if electric avenue is a rush map? It seems the path from triangular third to either opposite linear or triangular third would be close / direct, but natural to natural is not that close, may be if metrics (such as time from natural to natural) is provided, it might be easier to look at?

The freestyle map looks very interesting.

Me no expert, so not checking specifics facepalm.

keep up the good work


Electric Avenue is definitely a rush map, as it's very small in terms of the area. I tried to make the paths less direct and
as it turns out the worker pathing is a little wonky because sometimes they'll go the long way, but the rush distance and size still falls within the rush category either way.

and the wonky 3player map I was talking about is this wip one
which I'm still deciding whether or not to finish and submit because it totally checks some boxes for the freestyle category but it might just be trashed as a submission.

Triad/Corruption (name pending)
+ Show Spoiler +
[image loading]
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
MineraIs
Profile Joined September 2020
United States846 Posts
May 22 2021 09:31 GMT
#28
someday broodwar will get this attention
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
rextor92
Profile Joined September 2020
7 Posts
Last Edited: 2021-05-22 10:23:51
May 22 2021 10:00 GMT
#29
Are unusual resource amounts at bases allowed? Imagine a main with two ramps, one leading to a 'pocket' expansion of sorts that is very easy to defend but only has 1 vespene geyser (and has an opening to a third though reduced mineral patches or destructible rocks), and one standard expansion that is fairly close on rush distance => riskier to take but allows for more aggressive play?

goals:
- different BOs depending on matchup, and
- playing entirely different based on one of your very first choices - expand direction (safe vs aggressive)
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2021-05-22 10:56:03
May 22 2021 10:55 GMT
#30
On May 22 2021 19:00 rextor92 wrote:
Are unusual resource amounts at bases allowed?

Would be weird if it wasn't since gold bases, rich geysers and mineral walls are a thing already. Players and viewers are well accustomed to unorthodox pools of ressources that have an impact on your build order if accessed early
rly ?
Legan
Profile Joined June 2017
Finland597 Posts
May 22 2021 11:26 GMT
#31
On May 22 2021 19:00 rextor92 wrote:
Are unusual resource amounts at bases allowed?


You can vary the amount of mineral batches and geysers bases have. For example 1 rich geyser and 6 mineral batches is quite common idea. However, you can't change how much resources a mineral batch or geyser has. You are only allowed to change mineral values of units called "Mineral field (450)", that are meant for mineral walls.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Kantuva
Profile Joined April 2010
Uruguay211 Posts
May 22 2021 23:48 GMT
#32
On May 22 2021 19:00 rextor92 wrote:
Are unusual resource amounts at bases allowed? Imagine a main with two ramps, one leading to a 'pocket' expansion of sorts that is very easy to defend but only has 1 vespene geyser (and has an opening to a third though reduced mineral patches or destructible rocks), and one standard expansion that is fairly close on rush distance => riskier to take but allows for more aggressive play?

goals:
- different BOs depending on matchup, and
- playing entirely different based on one of your very first choices - expand direction (safe vs aggressive)


Yes, submitters are allowed to use different amount of Mineral Nodes or Vespene Geysers per base, but they are not allowed to change the specific amount of resources each individual node has (with the exception of Reduced Mineral Nodes, which are intended to be used exclusively as Walls)

That said, given the highly competitive nature of StarCraft, and how much of a pin needle the game's balance rests upon, the judging panel might not see with kind eyes to have maps which strongly alter the "accepted amount" of resources per base when it comes to the Main, Natural or Third bases, there are exceptions to this of course such as Neon Violet Square which had a half base as a optional "backdoor" Third.

But at the end of the day, this is left to the mapper's judgement/execution
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
MayOnFire
Profile Joined March 2021
England47 Posts
Last Edited: 2021-05-23 00:55:09
May 23 2021 00:52 GMT
#33
Here's my list of submissions. I might change them in a couple of days to make them more diverse, but I personally really like those picks.

Rush

Curious Minds - 132x124
+ Show Spoiler +
[image loading]


Standard
Call of the Abyss - 140x132
+ Show Spoiler +
[image loading]


Future Funk - 140x140
+ Show Spoiler +
[image loading]


Macro

Throne of Fire - 140x140
+ Show Spoiler +
[image loading]


Freestyle

Biogenesis - 140x140
+ Show Spoiler +
[image loading]


Ladder Map Pool : Curious Minds, Amphion, Cosmic Sapphire, Royal Blood, Dragon Scales, Hard Lead, Whispers of Gold + four times TLMC finalist, and other sc2 related content // https://liquipedia.net/starcraft2/MayOnFire
buzz_bender
Profile Joined August 2019
446 Posts
May 23 2021 03:38 GMT
#34
On May 22 2021 18:17 CharactR wrote:

Triad/Corruption (name pending)
+ Show Spoiler +
[image loading]


I just wanted to say that I love this 3-player map. It's unique and different. I'm not sure how it plays or how well balanced it is, but it sure is unique.
PmUdNjdN5yVTNqK
Profile Blog Joined May 2021
1 Post
May 23 2021 03:47 GMT
#35
--- Nuked ---
mounteast0
Profile Joined January 2020
59 Posts
May 23 2021 05:41 GMT
#36
On May 23 2021 09:52 MiloOnFire wrote:
Here's my list of submissions. I might change them in a couple of days to make them more diverse, but I personally really like those picks.

Rush

Curious Minds - 132x124
+ Show Spoiler +
[image loading]


Standard
Call of the Abyss - 140x132
+ Show Spoiler +
[image loading]


Future Funk - 140x140
+ Show Spoiler +
[image loading]


Macro

Throne of Fire - 140x140
+ Show Spoiler +
[image loading]


Freestyle

Biogenesis - 140x140
+ Show Spoiler +
[image loading]




MOAR submission, good.

For future punk, I feel like that is more freestyle map than standard map. I would put it as a rush map if the natural to natural path is not so convoluted. If a player try to take expansions linearly, the gold expansion would be the (natural) forth, even though the gold base is very wide.

Either 3rd location look is a bit wide / difficult for turtling, (which may be intentional?), so it probably favour early(ier) attack, that probably point toward rush. The expansion at the far side have purple gas, which probably favour teching on paper, but how would one take the purple gas base while defending the natural /3rd (against the opponent who is taking the gold, assuming one is expanding the gold and the other is expanding away from the gold) is something I have not got a clue on. I feel this map is going to be an unorthodox rather than standard because the player would likely to try sneak the expansion at gold / purple gas rather than doing standard.

Biogenesis seems to be interesting as well, feel like the map is saying "go west if you go ground, go east if you go air" kind of feel, would be interesting to see how it play out.
depressed1
Profile Blog Joined May 2021
53 Posts
Last Edited: 2021-05-31 02:35:01
May 23 2021 07:31 GMT
#37
Freestyle. Minor Forest. 144x144
+ Show Spoiler +
[image loading]
depressed_marauder (yt: DepressingStarcraft) done and gone.
Legan
Profile Joined June 2017
Finland597 Posts
Last Edited: 2021-05-23 13:15:10
May 23 2021 13:14 GMT
#38
On May 23 2021 16:31 depressed1 wrote:
Freestyle. Minor Forest. 144x144
+ Show Spoiler +
[image loading]


Some feedback:
  • Use different texturing on each level. Where you are at map should be instantly recognizable to players. Also helps greatly when people just have an overview of the map.
  • It is good to have small pockets in mineral lines so that workers can stack against run bys. This is mostly important to main, natural, and thirds.
  • Also some of your mineral lines prevent defender engaging against drops that are behind mineral lines as there is four or more batches in row. This is especially at the middle most base. There can also be small 1 tile gaps that I'm just not spotting.
  • Map also splits badly at middle as there is really only one path through it. The side path only helps to attack against 6-8th bases, maybe 5th a bit, but the path is very long and you are forced to retreat the same way.
  • There is also quite clear issue of some places being really open and some really choked. This is quite common issue with beginners as you figure out size of things over time.
  • Some bases and geysers seem to block the army movement some what on the bases next to the edge of map.
  • You may be using the bounds wrongly as overview shows some black spots next to the border. You should use the playable bounds and not the full bounds. Area beyond the playable bounds is for decorations only so that camera doesn't show just darkness outside of the map.
  • Size of the map is big by today's standards.

This thread isn't probably the best place for getting further feedback. You should try the discord linked by Kantuva or Work In Progress Melee Maps thread in Custom Maps forum.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
depressed1
Profile Blog Joined May 2021
53 Posts
May 23 2021 13:35 GMT
#39
Standart. Bummerland. 120x144.
+ Show Spoiler +
[image loading]
depressed_marauder (yt: DepressingStarcraft) done and gone.
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 24 2021 05:00 GMT
#40
I have some maps saved up that should make for a decent entry. Glad to see we have another one of these.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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