TL Map Contest 6 - Finalists - Page 4
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ChiefSC
Germany29 Posts
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Nepou
France27 Posts
However, the gold right next to the main seems extremely strong for Terran the straight up "fly to the gold and take it" strategy may be a little bit too strong. | ||
Ragnarork
France9034 Posts
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Ej_
47656 Posts
On May 09 2015 18:01 Ragnarork wrote: I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that. it's a textbook example of mech being new levels of broken | ||
Pyloss
Germany1515 Posts
And finaly some more green maps <3 | ||
Antirusher
Germany21 Posts
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WELPAX
Switzerland21 Posts
I have two favoritez. How can I be sure they gona make it without seen them on several matchups? - I don't know... I'm just gonna cross my fingers :-) PAcE | ||
TsogiMaster
191 Posts
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algue
France1436 Posts
On May 09 2015 16:57 Gwavajuice wrote: I think he was more screwed up by the asymetry of the 3rd's ramps making some position clearly advantaged compared to others (plus the center was not that great really) Sure, it was an eye-catching map, but 3 players maps have the inherrent "rotational" symetry flaw, if you can't correct it, the map can't be good in the end... Blizzard doesn't mind asymmetries, we've had 3p maps in the past, 2p maps with minor asymmetries and a lot of 4p maps with rotational imbalances. If I had to guess why azura didn't make it in the top seven I would say that the map is, asymmetry aside, way too standard. Look at the four first bases layout, it's just a remake of cactus valley. This base layout is heavily inspired by WhirlWind's base layout and having cactus valley + azura on the ladder would have been boring. Now look at the top 7, it's full of non-standard maps, Blizzard clearly wanted non-standard maps. Azura is standard and already has a 4 players version on the ladder, it didn't stand a chance from the get go. On May 09 2015 18:01 Ragnarork wrote: I believe Noah's Ark will be a textbook example of how maps can influence balance, playstyles and compositions, better than any other maps w.r.t. that. I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game. | ||
-NegativeZero-
United States2140 Posts
On May 09 2015 19:55 algue wrote: I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game. The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions". | ||
OtherWorld
France17333 Posts
On May 09 2015 20:00 -NegativeZero- wrote: The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions". I'm afraid it'll end up in mass air in every Zerg MU. | ||
Elentos
55456 Posts
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algue
France1436 Posts
On May 09 2015 20:00 -NegativeZero- wrote: The various chokes are all much more important than the ramps and will probably indeed "influence balance, playstyles and compositions". The ramps are still pretty useless anyway. | ||
Superouman
France2195 Posts
Yeah, I put them just to give more color diversity to the map. I could have made a flat map except for the main. | ||
MildCocoA
Korea (South)128 Posts
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boxerfred
Germany8360 Posts
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ilovegroov
357 Posts
Seriously good job guys. Finally some creative maps. | ||
Gwavajuice
France1810 Posts
On May 09 2015 19:55 algue wrote: Blizzard doesn't mind asymmetries, we've had 3p maps in the past, 2p maps with minor asymmetries and a lot of 4p maps with rotational imbalances. If I had to guess why azura didn't make it in the top seven I would say that the map is, asymmetry aside, way too standard. Look at the four first bases layout, it's just a remake of cactus valley. This base layout is heavily inspired by WhirlWind's base layout and having cactus valley + azura on the ladder would have been boring. Now look at the top 7, it's full of non-standard maps, Blizzard clearly wanted non-standard maps. Azura is standard and already has a 4 players version on the ladder, it didn't stand a chance from the get go. I believe Noah's Ark will be a textbook example of how ramps are useless and boring in this game. Unless I missed an update, the asymetry between 2 o'clock and 6 o'clock postion was just too big to be playable, both in reagard of distance to 3rd/4th and orientation of the ramps... | ||
OtherWorld
France17333 Posts
On May 09 2015 20:42 Gwavajuice wrote: Unless I missed an update, the asymetry between 2 o'clock and 6 o'clock postion was just too big to be playable, both in reagard of distance to 3rd/4th and orientation of the ramps... Well yeah but heavy asymetry didn't stop Nimbus close-spawns from being on ladder, so I think Blizzard don't give a damn about asymetry, even if it's big | ||
NasusAndDraven
359 Posts
Are the highgrounds on side of main-nat droppapble or unpathable? If the former then i cant wait for the zerg tears. Even if the latter its just a cheese map. Dash and Terminal Seems fun. Island expansions always give extra points (why arent they on every map?) I dont agree at all that the natural would be hard to hold thou since its so close to the main ramp. Well against mech as protoss or zerg, or against "sick forcefields" as zerg itmight be, depends how well creep is spreaded. Ecosphere So many chokes and the when taking expansions, the chokes you need to defend are very near to each other. Which ever spwan locations, its still a turtle map. Moonlight Madness "How do I take 4 bases?"-The map. Also the middle area seems too open and too boring. Mutinity Otherwise seems really well done, exept maybe a bit zerg unfavored. Since zergs really dont like expanding towards the enemy, so there really isnt a 4th base option for them. Noah's ark I dont know why OPs writer thinks that the gimmicks of the map would make people change up their strategies. The only things the gimmicks should achieve is make early rush distance shorter, and "lol OP zergling runbys." Otherwise past midgame people would just treat it as unpassable ground for their main armies, making them go around it. Just like in almost every mirror symmetrical map, the air attack distance being shorter. Add some mineable bases on the middle area and there you go, actually an interesting map. Just like magic. TERRAFORM The best map. Please win. I sounded pretty critical in those reviews but thats just because i like to focus on the negatives more. Overall i like the maps. Also props for blizzard for the HUEG pricepool. Actually makes it feel like you won something, not just being payed for your time, atleast for first place. Cant wait to see -NegativeZero- take home 1grand. | ||
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