But I think the need for "rush maps" is dumb. A rush, in most cases, takes place in front of another players natural and main base, while the rest of the map is completely irrelevant. What a dumb request by Blizzard.
TLMC7 Finalists Announced - Page 2
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Aunvilgodess
954 Posts
But I think the need for "rush maps" is dumb. A rush, in most cases, takes place in front of another players natural and main base, while the rest of the map is completely irrelevant. What a dumb request by Blizzard. | ||
Xenotolerance
United States464 Posts
On May 20 2016 22:56 The_Templar wrote: Namaste was the highest in aesthetics, what's the other one? I read Aiur Plateau as having highest aesthetics too, maybe I was confused, maybe it was edited already | ||
The_Templar
your Country52796 Posts
On May 20 2016 22:56 IIEclipseII wrote: In my personal opinion, the quality of Demise on the Temple is superior to maps that are in the Finalists here. Of course you can blame me that im not subjective. But People who played my map enyojed it and had a lot of fun. Nonetheless there are 3 maps of Avex in the Finalists. Wouldn't it be fair to make it not that one sided. And we all know that Basetrade TV uses Avex's maps, but I'd like to believe that Basetrase TV had no influence in the map election. Bolded part: I have heard this sort of thing a ton of times from mapmakers, even when it came to maps that actually weren't good at all. Heck, I had a similar experience on one of my (not great) maps. And you would be correct, BaseTradeTV did not influence the judging. Avex made it in on his own merit. | ||
monk
United States8476 Posts
On May 20 2016 22:56 IIEclipseII wrote: In my personal opinion, the quality of Demise on the Temple is superior to maps that are in the Finalists here. Of course you can blame me that im not subjective. But People who played my map enyojed it and had a lot of fun. Nonetheless there are 3 maps of Avex in the Finalists. Wouldn't it be fair to make it not that one sided. And we all know that Basetrade TV uses Avex's maps, but I'd like to believe that Basetrase TV had no influence in the map election. The election has a smell of nepotism. BasetradeTV had no influence on the judging. | ||
Aunvilgodess
954 Posts
On May 20 2016 22:17 IIEclipseII wrote: could you consider watching at my map map again? I can't believe it didn't make it into the Finalist: Demise on the Temple I already tested it with a couple of very good players. It was 3 months of work. It seems like you are favouring certain Mapmakers or nationality Sorry but this actually looks like a beginners map. Maybe its the graphics but the aesthetics seem lackluster. Also tone it down with the self-congratulation... | ||
Xenotolerance
United States464 Posts
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Pasketi
Finland16 Posts
Finalists look great, though. I like the look of Korhal Killzone. Gojira Greenhouse looks like fun to play. Just my opinions. | ||
MrMcScribbles
United States21 Posts
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algue
France1436 Posts
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Enekh
Korea (South)73 Posts
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eTcetRa
Australia822 Posts
Congratulations finalists. P.S. The wrong -0 map was chosen | ||
Ingvar
Russian Federation421 Posts
On May 20 2016 22:17 IIEclipseII wrote: It seems like you are favouring certain Mapmakers or nationality Okay, I took my time and counted finalists from each country (sorry if I got someone wrong, I used publicly available information for it): USA - 6, South Korea - 2, Hungary, Italy, Netherlands, Poland, Uruguay - 1. Are you implying there is US bias in TLMC? | ||
TheSkunk
82 Posts
Don't get salty, boys. Plenty of us wish we had our map in the last remaining 15. Be glad that you had the chance to participate rather than complain that opinions on the quality of a map are subjective. Sportmanship is important Aye, I'm sure everyone who didn't make (me included) is upset, but its pretty low to go belittling the maps that did make it and trying to claim the judges are biased. There's nothing you can do anyways, just except your defeat and try to make better maps in the future. It does hurt though >_< | ||
Namrufus
United States396 Posts
Anyway, I guess one of my maps is a finalist - pretty cool. I'm surprised that Blizzard allowed the unbuildable blockers at the inbase nat on Caldeum Plateau. (Not that I'm upset about it, I'm glad that this nonstandard use is now "ladder approved") Anyway, I'm flipping crazy hyped for the BasetradeTV tournament - holy shit! | ||
SidianTheBard
United States2474 Posts
Solid macro map, easy to grab natural & third, lots of movement throughout the entire map, enough bases to take. Apotheosis: This was one of my favorites, although not sure I'm a huge fan of the gold base (I told -0 this) and also I'm not sure I"m a fan of the rock tower/choke now. I feel like knocking down those rocks and placing a tank or two while you ferry units over is going to be a very deadly push for terran. (Think dash and terminal tanks shelling the natural from behind the rocks) Frozen Zone: Not really a fan of this one. You either have Polar Night Main/Nat/3rd, which we've already seen, or the whole main/nat/3rd hugging the main. Gold bases will never get used unless you're super far ahead. I also think it gets a little awkward to expand if you're going for late game. Cloud Kingdom 2.0: Should be a solid map. Great re-texture job! ... Seriously though, the secret hallways are a nice touch although terran/protoss pushing zerg's natural from that hallway makes me a little nervous, not too much of a fan of the gold bases but the initial 4-5 bases are good. Plenty of great movement around the entire map. Korhal Killzone: My map, won't comment on because it's the perfect map (lol) Namaste: Okay, besides the aesthetics I do not like this map one bit. The top half is EXTREMELY choked. The bottom half will never get used. Even zerg, the only race that would like to expand towards the bottom would have to expand a loooong as hell way away to get to that base. It's been awhile since we played Ohana but I really don't want to see wonwonwon 24/7 again. Seriously the entire top half has like single wide forcefield chokes, no places for surrounds and you can even knock down a rock tower to completely block off any chance of the zerg flanking you. Paladino Terminal: It's a decent rush map, but pathing seems a little boring, but since it's super small there isn't a whole lot you can do with pathing. The middle choke is neat (I believe it blocks the bigger units?) This map should never get past 4 base vs 4 base as it'll just be too aggressive (nothing wrong with that though) Shiva: It could play for very interesting games, I like the "moonlight madness" rock tower that the enemy can break down on the offensive to lock out the natural from the third. Not sure I'm a huge fan of the northeast section of the map, seems everything is always going to gravitate towards the southwest/middle. Terran taking the gold as their third and parade pushing in might be a little too strong, especially if you set up a tank or two by the other gold and shell over into the natural. Aiur Plateau: Perfect example of a new map. Unfortunately with all new maps, if it got ladder it'd probably be veto'd more then Korhal Carnage (I can make this joke because that was my map...) I can't even wrap my head around how this would play to be honest. It's very neat and well thought out. Would 12 pool be too strong since there are two (technically three) entrances into the main? Would any speedling opener be too strong? Tough to say without playing it a ton. Dasan Station: The main/aggressive gold seem to be the only interesting things on this map. I'll love to see how that is going to play out but the rest of the map is just boring to me and I don't know if it'll ever get used. The 2oclock & 8oclock part of the map is soooo far away by ground that expanding there (and defending) is going to be tough so you're always going to see people expanding behind their gold minerals but then you have to worry about the super aggressive path in the middle all the while looping alllll the way back around to defend your natural/3rd. Eris: Not too much of a fan of this map either, I prefered other Uvantak maps over this one. I do like the main/nat/3rd setup but after that I think it gets a little boring. All bases hugging the edges, a ton of rocks to prevent any early game movement. The gold bases just seem & feel awkward and I don't think will ever get used. Uvantak has a million great maps and at least for me, this isn't one of them. New Gettysburg: Hi, welcome to sc2 I would like to build 1 barracks here. Okay, time to build a factory...hmm...guess I'll build that factory on the low ground by the Ulrena type bridge because there is no god damn room in the main, natural, 3rd, 4th, 5th, etc etc etc etc. It's an interesting map although air blockers tend to be very buggy. I also dont think they serve much of a point because libs, banshees, voids, oracles, mutas(?) seem like they should all be able to still harass & deny minerals/gas from behind the walls. It's also a very boring movement wise map, you go across the long ass choked bridge or you go north and fight in the wide open area. Caldeum Plateau: I like this map a lot, especially mid/late game. Although I would like it better if the inbase natural didn't have the debris on it, otherwise the other natural you can take just feels so far away with a lot of chokes you have to defend. The early game scares me on this map so I feel you'll see a lot of non-sense right away. If it gets to mid/late game I like this map a ton. Either remove the debris or block off the ramp by the natural that goes toward the gold, then the attack has to commit to either attacking from the gold base into that tight choke or they'll have to commit the entire other way up the ramp and into your natural. Flame Juggler: Best gold map, I liked it a ton when Fatam originally posted it. Easy natural, aggressive gold that forces movement on the northeast side of the map or else your gold will get denied. Bottom half open but more base dense for the zerg, top half less base dense but chokier for the others. Close 3rd if you choose not to gold it. A+ Gojira Greenhouse: Some of the movement on this map will feel a little awkward especially with the gold base mineral walls. I think I would try to open the map up a little more in certain areas because some of it seems a little too choked off. I like the main/downramp natural/gold base mineral wall, but I dislike the other "natural" choice. It's very fair away and the path to get to it (with those 4 high ground overlord pods) seems unneccassary. I think if we could open the map up a little more and change up that 2oclock/8oclock "natural/3rd" regular base a bit it'd be a solid map. ___ Either way, take this feedback as you will, congrats to all finalists! Excited to see these maps played! | ||
Randomaccount#77123
United States5003 Posts
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Namrufus
United States396 Posts
On May 20 2016 23:53 SidianTheBard wrote: Paladino Terminal: It's a decent rush map, but pathing seems a little boring, but since it's super small there isn't a whole lot you can do with pathing. The middle choke is neat (I believe it blocks the bigger units?) This map should never get past 4 base vs 4 base as it'll just be too aggressive (nothing wrong with that though) ___ Either way, take this feedback as you will, congrats to all finalists! Excited to see these maps played! All units can go through the center of paladino, the choke size is the same as ulrena's tiny pathway. thanks for taking the time to write this up! | ||
Plexa
Aotearoa39261 Posts
1. Dasan Station 2. Aiur Plateau (both of those maps are incredible) 3. Annihilation Station, Apotheosis (standard yet do enough to be interesting) 5. Caldeum, Paladino, Galatic Process. (comparable qualitiy, different categories, hard to differentiate) | ||
AkashSky
United States257 Posts
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ZigguratOfUr
Iraq16955 Posts
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