I would like to clarify an issue with Aftermath and acceleration zone generator.
How does the "Boosted base" work? However strange it may sound, the main goal was not to create a boosted base with an additional income but a poison base to harass workers. Well, +35% speed can give you a nightmare, right? Hellions, DTs, lings etc. For me it sounds like you are not going to take that base until the end. And it must creates so much tense and pressure. On other hand you can evacuate your workers pretty quickly. And you can even lift your buildings much faster (if you playing terran). So it was interesting to try and watch where are we going. So what about an additional income? Boosted base means faster mining. I mean, it make sense, right? But it was just a secondary idea or side effect. To get an additional income you need to mine at least 1 minute. If you pulling your workers from the base you need to start over again to make profit. In the beginning I have made a simple test. I have used normal base and boosted one. So, one worker can give you +8.3% or additional 5 minerals after the first mining minute. After the second minute the speed will stabilize and reach maximum. Which mean you can get max. +80 minerals from 16 workers as an additional income per minute. Not so much, I guess. But it can provide an interesting builds, because of base placement. But there something more. Because you can try and oversaturated your base with 4 additional workers that could be added to the far patches. It doesn't work with MULE. So no need to worry about. Everything was checked twice. It is still the same amount of minerals 200/225. And you cannot get an additional income from vespene geyser. There is still a potential for proxies (need to dig into it). But this is not the end of story. The whole idea of using acceleration zone generator features came to me when I was thinking about to create a zone where you are not able to build anything until timer went zero. Yeah, exactly, to create a temporary zone (let's says timer is 4 min.) so we can prevent any proxies, cannon rushes and shield battery aggressions (let's call it a blue zone). And even more. What if we can add an RNG to the map. When every single game can be a unique one. You can start with green, red or blue zones. And depend of that the game play and strategies will be based because of zones. But then I discovered that custom data is not viable in TLMC as like as custom textures. So, I decided to scale down madness and be more casual. As a result the boosted base was created.
Very intrigued by Moondance (among the Macro maps) and Cryogenian (among the Rush maps). Among the standard maps, Lost Facility, Sunforge, and Rejuvination look appealing as well. Good batch all around though – thanks to all the map makers and to TL and Shopify!
Hello, I am the mapmaker of Singularity, a map which has gotten into the finals with the orange/black theme with spinning balls. I would like my map renamed to either "Balls" or "Spaceballs" to emphesize the aesthetic features of the map. Please, can we have this changed soon? thank you!
On February 05 2022 17:34 themusic246 wrote: Hello, I am the mapmaker of Singularity, a map which has gotten into the finals with the orange/black theme with spinning balls. I would like my map renamed to either "Balls" or "Spaceballs" to emphesize the aesthetic features of the map. Please, can we have this changed soon? thank you!
Seconded, this change is very important to ensure the suitability of the map for ladder and tournament play, and I hope the TLMC organizers can rectify this issue as soon as possible.
On February 05 2022 17:34 themusic246 wrote: Hello, I am the mapmaker of Singularity, a map which has gotten into the finals with the orange/black theme with spinning balls. I would like my map renamed to either "Balls" or "Spaceballs" to emphesize the aesthetic features of the map. Please, can we have this changed soon? thank you!
To fit even more the aesthetic of the map, the map name should be "Balls of Steel".
I think this is the toughest TLMC I've ever seen. There isn't much of a difference between the best and the worst of the finalists, and the bar is high.
Thanks for your efforts, map makers!
Too bad the voting is so close to the end of the TLMC tournament. I couldn't take my time watching more games so I voted just now. I don't want to miss the deadline.
On February 04 2022 17:11 depressed1 wrote: I would like to clarify an issue with Aftermath and acceleration zone generator.
How does the "Boosted base" work? However strange it may sound, the main goal was not to create a boosted base with an additional income but a poison base to harass workers. Well, +35% speed can give you a nightmare, right? Hellions, DTs, lings etc. For me it sounds like you are not going to take that base until the end. And it must creates so much tense and pressure. On other hand you can evacuate your workers pretty quickly. And you can even lift your buildings much faster (if you playing terran). So it was interesting to try and watch where are we going. So what about an additional income? Boosted base means faster mining. I mean, it make sense, right? But it was just a secondary idea or side effect. To get an additional income you need to mine at least 1 minute. If you pulling your workers from the base you need to start over again to make profit. In the beginning I have made a simple test. I have used normal base and boosted one. So, one worker can give you +8.3% or additional 5 minerals after the first mining minute. After the second minute the speed will stabilize and reach maximum. Which mean you can get max. +80 minerals from 16 workers as an additional income per minute. Not so much, I guess. But it can provide an interesting builds, because of base placement. But there something more. Because you can try and oversaturated your base with 4 additional workers that could be added to the far patches. It doesn't work with MULE. So no need to worry about. Everything was checked twice. It is still the same amount of minerals 200/225. And you cannot get an additional income from vespene geyser. There is still a potential for proxies (need to dig into it). But this is not the end of story. The whole idea of using acceleration zone generator features came to me when I was thinking about to create a zone where you are not able to build anything until timer went zero. Yeah, exactly, to create a temporary zone (let's says timer is 4 min.) so we can prevent any proxies, cannon rushes and shield battery aggressions (let's call it a blue zone). And even more. What if we can add an RNG to the map. When every single game can be a unique one. You can start with green, red or blue zones. And depend of that the game play and strategies will be based because of zones. But then I discovered that custom data is not viable in TLMC as like as custom textures. So, I decided to scale down madness and be more casual. As a result the boosted base was created.
When I saw the green base, I lost my mind a little. Amazing idea.