Announcing TLnet Map Contest 14 - Page 2
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Legan
Finland288 Posts
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TheRealNanMan
United States1471 Posts
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Kantuva
Uruguay204 Posts
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sneakyfox
8216 Posts
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Harris1st
Germany6617 Posts
Overlord high ground scout positions over naturals have become more popular in recent maps. We want to remind everyone that while these spots are still acceptable, they are not required, and we’d like to see a greater variety in how they’re placed. Adjusted the "Average rush distance" and "Playable map dimensions" values. Over the last few contests, we've noticed that maps tend to become bigger and bigger. While this is absolutely OK we also want some variety in what's submitted and have therefore adjusted the suggested values. That being said, these are just suggestions. You can go higher or lower! Very nice! Makes it a tiny bit harder for Zerg to get a full scout early on but with smaller map, might just sac an Ovi once in a while | ||
Branch.AUT
Austria853 Posts
Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks! | ||
ZugzwangSC
87 Posts
On January 10 2020 02:15 Superouman wrote: It's finally time! Let's see if i can defend my crown. Your maps have been awesome, er super even. I'll be keen to see what you come up with next! | ||
CharactR
Canada93 Posts
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LHK
204 Posts
On January 10 2020 06:29 ZigguratOfUr wrote: Defender's Landing had a few minor problem such as Protoss never being able to beat Zerg due to the two openings to the natural. its true that standard play struggled on that map but i had a good bit of success on that map opening with a 3 gate sentry expand similar to WOL, delayed expansion and putting pressure on. yeah that playstyle doesn't work on any other map, but it worked well for me at M1 / vs low gm's at the time and was a lot of fun. i think there's always viable ways to play any map if one spends time to problem solve. | ||
ZigguratOfUr
Iraq16955 Posts
On January 11 2020 10:24 LHK wrote: its true that standard play struggled on that map but i had a good bit of success on that map opening with a 3 gate sentry expand similar to WOL, delayed expansion and putting pressure on. yeah that playstyle doesn't work on any other map, but it worked well for me at M1 / vs low gm's at the time and was a lot of fun. i think there's always viable ways to play any map if one spends time to problem solve. That's true at any level but the highest. And since the maps do have to be played at the pro level they should strive to be somewhat balanced. That being said it's not like smaller rushy maps are unbalanceable--they just haven't been particuarly successful in the past. | ||
Solar424
United States4001 Posts
On January 10 2020 20:06 Branch.AUT wrote: Dear Map Makers, Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks! Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense. | ||
MarcusRife
343 Posts
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ZigguratOfUr
Iraq16955 Posts
On January 11 2020 15:46 MarcusRife wrote: Are gold minerals still allowed? Yes. They still have the regular warning though: When deciding to utilize a gold base, make sure there is some sort of risk associated with them. Otherwise, gold mineral bases with low risk tend to usually favor Zerg over the other races. | ||
mrjaco
1 Post
User was banned for this post. | ||
Ej_
47656 Posts
On January 11 2020 12:45 Solar424 wrote: Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense. Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords. | ||
Solar424
United States4001 Posts
On January 12 2020 05:04 Ej_ wrote: Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords. How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots? | ||
ZigguratOfUr
Iraq16955 Posts
On January 12 2020 13:32 Solar424 wrote: How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots? By paying 100/100. | ||
Nakajin
Canada8984 Posts
On January 11 2020 17:46 mrjaco wrote: It's finally time! Let's see if i can defend my crown. User was banned for this post. huh? | ||
ZigguratOfUr
Iraq16955 Posts
It's one of those copy paste some other user's post and later edit in links adbots. | ||
Ej_
47656 Posts
Alternatively, since overlord pillars allow you only to overlook a natural, fly there sacraficing an overlord, which is 100 minerals. | ||
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