Either way more start positions + more weird shit allowed in the requirements = 10/10 map contest
Team Liquid Map Contest #15 - Page 4
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[UoN]Sentinel
United States11320 Posts
Either way more start positions + more weird shit allowed in the requirements = 10/10 map contest | ||
jpg06051992
United States580 Posts
On May 31 2021 09:47 [UoN]Sentinel wrote: Does opening the map pool up to 3-4-+ player maps mean we could see 2 linear thirds becoming a thing again? Seems to be a staple of BW with Fighting Spirit, La Mancha, etc. but not sure if there's a need in LotV specifically to have a third be in front of your main Either way more start positions + more weird shit allowed in the requirements = 10/10 map contest Agree, I don't mind the increase in start positions at all. I think it was limited to 2 at an era in SC2 that is way bygone so it's pretty much outlived it's usefulness. | ||
ZigguratOfUr
Iraq16955 Posts
On May 31 2021 09:59 jpg06051992 wrote: Agree, I don't mind the increase in start positions at all. I think it was limited to 2 at an era in SC2 that is way bygone so it's pretty much outlived it's usefulness. I don't think the reasons behind 2p maps becoming the standard have changed (12 worker start worsening scouting RNG, rotational asymmetries and so on); what's changed is who's making the decisions. Most pros absolutely despise multi-spawn maps (though some of them like two-in-one maps like Foxtrot) which is why they mostly kept them out the game. However tournament organizers like GSL and now ESL are more fond of them it seems which is why they're coming back. Personally I'm not generally a big multi-spawn map fan, but I do think that having ESL have more sway on the map pool means overall more exciting map pools. The biggest reason why BW map pools are so crazy is that the tournament organizers do whatever they want, and they have an incentive to make things exciting (whereas players have an incentive to keep things stable). | ||
[UoN]Sentinel
United States11320 Posts
On May 31 2021 14:10 ZigguratOfUr wrote: I don't think the reasons behind 2p maps becoming the standard have changed (12 worker start worsening scouting RNG, rotational asymmetries and so on); what's changed is who's making the decisions. Most pros absolutely despise multi-spawn maps (though some of them like two-in-one maps like Foxtrot) which is why they mostly kept them out the game. However tournament organizers like GSL and now ESL are more fond of them it seems which is why they're coming back. Personally I'm not generally a big multi-spawn map fan, but I do think that having ESL have more sway on the map pool means overall more exciting map pools. The biggest reason why BW map pools are so crazy is that the tournament organizers do whatever they want, and they have an incentive to make things exciting (whereas players have an incentive to keep things stable). I wait with bated breath for the SC2 version of Inner Coven | ||
BaneRiders
Sweden3630 Posts
On May 31 2021 00:49 ZigguratOfUr wrote: There's an entire contest worth of 2v2/3v3/4v4 maps that Blizzard hasn't used at all yet (https://tl.net/forum/starcraft-2/561302-tlnet-team-map-contest-3-voting) and Blizzard actually uploaded LE versions for some of them, but no idea if or when Blizz'll rotate them in. Oh cool, I wasn't aware. And yeah, let's hope someone wakes up and start making use of the maps. ![]() | ||
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[Phantom]
Mexico2170 Posts
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Legan
Finland317 Posts
On June 01 2021 06:01 [Phantom] wrote: I hope one day we see the lava raising maps. I know they aren't allowed in this contest, but I hope one day we see a contest where you can include those types of maps, or with other weather effects. You should check out Mappers Delight. It has alll kind of weird maps. | ||
-NegativeZero-
United States2140 Posts
On May 31 2021 09:47 [UoN]Sentinel wrote: Does opening the map pool up to 3-4-+ player maps mean we could see 2 linear thirds becoming a thing again? Seems to be a staple of BW with Fighting Spirit, La Mancha, etc. but not sure if there's a need in LotV specifically to have a third be in front of your main Either way more start positions + more weird shit allowed in the requirements = 10/10 map contest The only reason sc2 maps tend to have one of the thirds in front of the main instead of along the edge of the map is so that it's close enough to the nat for players to comfortably take. Occasionally there are maps where that third is close to the edge, but in order to make it close enough, the whole natural area has to be rotated so that the other third is now the forward positioned one, like on ![]() ![]() | ||
vyzion
308 Posts
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ZugzwangSC
87 Posts
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Marras
Finland63 Posts
Standard Starchild + Show Spoiler + ![]() 132x132 Main to main 40s ramp to ramp 32s nat to nat 31s Sleepwalker + Show Spoiler + ![]() 140x116 Main to main 42s ramp to ramp 35s nat to nat 31s Macro Atlantean Rift + Show Spoiler + ![]() 154x136 Main to main 47s ramp to ramp 40s nat to nat 35s Winter Madness + Show Spoiler + ![]() 136x136 Main to main 45s ramp to ramp 36s nat to nat 32s Rush Iliad + Show Spoiler + ![]() 124x120 Main to main 37s ramp to ramp 32s nat to nat 30s All are published on EU, NA and KR servers | ||
[UoN]Sentinel
United States11320 Posts
On June 02 2021 01:31 Marras wrote: Hello, here's mine: Standard Starchild + Show Spoiler + ![]() 132x132 Main to main 40s ramp to ramp 32s nat to nat 31s Sleepwalker + Show Spoiler + ![]() 140x116 Main to main 42s ramp to ramp 35s nat to nat 31s Macro Atlantean Rift + Show Spoiler + ![]() 154x136 Main to main 47s ramp to ramp 40s nat to nat 35s Winter Madness + Show Spoiler + ![]() 136x136 Main to main 45s ramp to ramp 36s nat to nat 32s Rush Iliad + Show Spoiler + ![]() 124x120 Main to main 37s ramp to ramp 32s nat to nat 30s All are published on EU, NA and KR servers +1 for Wintersun names | ||
NewSunshine
United States5938 Posts
Collapsed Glacier - Macro + Show Spoiler + ![]() Festering Weir - Rush + Show Spoiler + ![]() Interceptor - Macro + Show Spoiler + ![]() Neutrino Square - Freestyle + Show Spoiler + ![]() Phantom Facilities - Standard + Show Spoiler + ![]() GLGL | ||
KillerSmile
Germany83 Posts
On June 03 2021 13:02 NewSunshine wrote: My submissions: Collapsed Glacier - Macro + Show Spoiler + ![]() Festering Weir - Rush + Show Spoiler + ![]() Interceptor - Macro + Show Spoiler + ![]() Neutrino Square - Freestyle + Show Spoiler + ![]() Phantom Facilities - Standard + Show Spoiler + ![]() GLGL No Mayfly or Titan Cosmic? I thought for sure you'd submit those when this time around 4p maps get the spotlight. | ||
NewSunshine
United States5938 Posts
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depressed1
51 Posts
Black Heart. Freestyle. + Show Spoiler + ![]() Pain Remains. Macro. + Show Spoiler + ![]() Bummerland. Standart. + Show Spoiler + ![]() Oasis. Freestyle. + Show Spoiler + ![]() Clavius Station. Rush. + Show Spoiler + ![]() | ||
Edin
China13 Posts
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ByDa
Germany5 Posts
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mounteast0
59 Posts
On June 04 2021 00:36 depressed1 wrote: I updated my maps. Big exp. Thx to all. Black Heart. Freestyle. + Show Spoiler + ![]() Pain Remains. Macro. + Show Spoiler + ![]() Bummerland. Standart. + Show Spoiler + ![]() Oasis. Freestyle. + Show Spoiler + ![]() Clavius Station. Rush. + Show Spoiler + ![]() Out of all the maps, I like black heart most. While the size and shape of the main seems unusual, it is probably ok considering a freestyle map. Although might need to check if there is problem with blink stalker strat. One of the gas in the starting position look a bit off, but that may be just because my bad eyesight. The lower ground natural seems reasonably easy to take as well as in base natural. The open area seems to have a lot of paths and choke point, that might be the feature you are going for. However, for all the other maps, it seems that you have a different understanding about standard and macro with the rest of the community. For a few of the maps, there is no reasonable way to wall off the natural, or the main ramp will be outside of the wall off if we are talking about "standard" wall off. Also, the freestyle maps look more like macro map than your macro maps, even though the freestyle map have non-standard features. I think most people would consider taking third in your macro maps would be very difficult. For the map pain remain, it looks like you put a overlord pillar on the edge of the main. I hope I have mistaken, if that is indeed a overlord pillar, it will be very unusual for any map, and probably not ideal for non- freestyle map. For the map Clavius Station, the image seems strange, may be some problem with image upload? | ||
mounteast0
59 Posts
On June 07 2021 12:42 Edin wrote: Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough ![]() ![]() new map maker, yay... It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base. | ||
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