On November 11 2021 02:21 TeamThinkQuick wrote:
Any maps you strongly (dis)favour so far? XD
Any maps you strongly (dis)favour so far? XD
not enough desert tileset, tbh
Sea Breeze favourite so far
Forum Index > Brood War Tournaments |
M3t4PhYzX
Poland3784 Posts
On November 11 2021 02:21 TeamThinkQuick wrote: Any maps you strongly (dis)favour so far? XD not enough desert tileset, tbh Sea Breeze favourite so far | ||
Lavalisk
Argentina45 Posts
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ox.tQ
792 Posts
On November 18 2021 00:35 Lavalisk wrote: Just found this contest, and it's still ongoing You and anyone else just stumbling upon this thread can check out the last map contest here: https://tl.net/forum/bw-tournaments/577056-new-worlds-map-contest-finals-vote-here There are links to other threads (pictured below) related to the first contest in the link above so note that each contest has multiple threads associated with itself which the OP author (Minerals) tries to provide backward links to You will see that two ASL and Ladder maps (Largo & GOOD NIGHT) were submitted to the first contest as well. Enjoy~ | ||
Lavalisk
Argentina45 Posts
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FK
Hungary52 Posts
It says under the submission criteria that "- This contest is open to your older maps, but make sure they are up to date with today's meta." But then "- This contest is open for standard, island, experimental, or hybrid maps." and "- There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn." Am I the only one seeing a contradiction here? Aren't island maps straight out of today's meta? Isn't the point of island/experimental/hybrid maps to make (or at least let) players deviate from the normal meta that's played on every standard map? | ||
Aiur
Sweden138 Posts
On November 21 2021 00:56 FK wrote: Well, I'm not sure how much time I'll have, but since crazy maps are okay this time, I think I'll give it a try, but first I'd like some clarification. It says under the submission criteria that "- This contest is open to your older maps, but make sure they are up to date with today's meta." But then "- This contest is open for standard, island, experimental, or hybrid maps." and "- There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn." Am I the only one seeing a contradiction here? Aren't island maps straight out of today's meta? Isn't the point of island/experimental/hybrid maps to make (or at least let) players deviate from the normal meta that's played on every standard map? Very good points | ||
Freakling
Germany1525 Posts
On November 21 2021 00:56 FK wrote: Well, I'm not sure how much time I'll have, but since crazy maps are okay this time, I think I'll give it a try, but first I'd like some clarification. It says under the submission criteria that "- This contest is open to your older maps, but make sure they are up to date with today's meta." But then "- This contest is open for standard, island, experimental, or hybrid maps." and "- There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn." Am I the only one seeing a contradiction here? Aren't island maps straight out of today's meta? Isn't the point of island/experimental/hybrid maps to make (or at least let) players deviate from the normal meta that's played on every standard map? Most of these are guidelines, that is not hard criteria that would get the map disqualified directly. However, since most of the contest is run on public votes and player favour a map that simply doesn't offer much in terms of gameplay versatility, balance, or just simply comfort, may have it hard to progress. I wrote a more extensive document of guidelines, which is linked in the OP, that has some more detailed suggesions on some of these points. To take island maps as an example: If you'd make a simple "old school" island map where every player starts out with access to only a single base and Geyser, that is proven to heavily disfavour Zerg and would has therefore fallen out of favour, or out of meta, if you will, for good reasons. However, there are lots of experimental modern island/semi-island concepts that try in different ways to allow players early access to additional bases ((4)Sparkle, (2)Third World and (3)Inner Coven from ASL would probably be the best known examples), and some of these have turned out to even favour Zerg. Likewise, while island maps in general tend to favour Protoss, some example, such as (3)Desert Fox or (4)Hall of Valhalla historically had been designed to tip balance towards Terran. So in theory there should be a sweet spot where an island map is balanced in all matchups. Or, for a more philosophical view: Islands maps are considered "out of meta" only because there haven't been enough island maps been used for a long time to establish principles of meta to the high degree that they have been figured out by ground maps. So this is kind of circular reasoning. Experimental is never an absolute term but only ever exists in relation to what has been tried before and an existing established meta and the principles of map design that go aliong with it. The bottom line is that there is no good reason to confuse or alienate potential players beyond good reason. You may go all out on certain game mechanics or ideas about layout design. You can also add additional non-standard elements (like neutral buildings to block certain pathways, for example) to help balance out potential issues that would arise from your core design decisions. However, beyond that a map maker should strive to follow all of the following principles: - Balance: If it's not part of the core concept and not required for balance it likely will not add anything advantageous to the map. - Map readability: Players should be able to understand what terrain in the map means in a quick glance: Walkability, buildability, terrain levels, vision blocking and cover providing tiles should all be discernible. - Player comfort: If your map is already hard to get used to for players due to unusual layout or mechanics, there is no reason to unnecessarily also throw in other stuff, like wildly non-standard resource distributions, unusual design of expansions, "randomly" placed neutral buildings causing pathfindign issues, or just Critters randomly wandering into and blocking expansions. | ||
ajmbek
Italy459 Posts
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quaristice
103 Posts
On November 22 2021 22:34 ajmbek wrote: I just hope there will be the possibility to play on this map. Today 90% of games played are on ladder. And the rest is BGH, fastest or some FS, Phyton and similar. it would be pretty cool if there was some type of community for playing nonstandard melee maps. i know quake 1 has a subcommunity for playing maps that arent their equivalent of FS (aerowalk, ztndm3, etc) | ||
M3t4PhYzX
Poland3784 Posts
On November 22 2021 22:34 ajmbek wrote: I just hope there will be the possibility to play on this map. Today 90% of games played are on ladder. And the rest is BGH, fastest or some FS, Phyton and similar. there were a lot of showmatches organized on maps from 1st edition of this contest hopefully will be the same this time | ||
Aiur
Sweden138 Posts
5.9 update * center ramps updated https://drive.google.com/file/d/1yGWfzFXswFOM6cCJuqwDlYpeORTBbxVn/view?usp=sharing | ||
KD_MAN
Korea (South)13 Posts
▷ Your ID: KD_MAN ▷ Location: Korea ▷ Map Name: (2) Disco Pang! Pang! ▷ Map Version: 0.96 ▷ Map Size: 128x112 ▷ Map Concept: Internal and external circulation battlefield. ▷ Features: -The Creep Colony in the neutral Power Generator overlaps to help Zerg players build buildings near the backdoor. -Protoss temples in backdoor are overlapped into three. -The amount of minerals in the backdoor is 32. -It is recommended to pass through the center for the initial reconnaissance route. | ||
ox.tQ
792 Posts
And nice scarabee update jOjO since it was last submitted, it's come a long way | ||
Aiur
Sweden138 Posts
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ox.tQ
792 Posts
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Aiur
Sweden138 Posts
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M3t4PhYzX
Poland3784 Posts
On November 24 2021 08:37 ox.tQ wrote: Yeah I think you minimized the brighter desert tiles to make the map easier on the eyes? Desert tiles are in short supply (so are ash) so it'd be cool to see more in map pools, particularly a very popular one capable of making it into ASL or ladder, which probably isn't realistic given pro players' attitudes toward those tilesets (as well as ice). we had multiple ice maps in ASL map pools though. and one on ladder. I thought the issue was with white snow specifically? now ash and desert are also bad? lol its getting worse and worse xD | ||
M3t4PhYzX
Poland3784 Posts
On November 24 2021 08:58 Aiur wrote: Yeah I realised the dirt tiles were nicer! great work, man | ||
ox.tQ
792 Posts
On November 24 2021 17:55 M3t4PhYzX wrote: Show nested quote + On November 24 2021 08:37 ox.tQ wrote: Yeah I think you minimized the brighter desert tiles to make the map easier on the eyes? Desert tiles are in short supply (so are ash) so it'd be cool to see more in map pools, particularly a very popular one capable of making it into ASL or ladder, which probably isn't realistic given pro players' attitudes toward those tilesets (as well as ice). we had multiple ice maps in ASL map pools though. and one on ladder. I thought the issue was with white snow specifically? now ash and desert are also bad? lol its getting worse and worse xD Yeah I don’t know I’ve heard Dewalt say desert tiles hurt his eyes during a play test of oil flow. Part of the problem is that these maps are played repetitively in our showmatches so that exacerbates the problem. I’ve heard complaints about visibility issues with Ash tile sets as well (eg burrowed lukers). But I don’t think it’s so bad that these tiles can’t be used. It was cool to see optimizer minimize snow in order to use the ice tile set. And Freakling tried to use lighter shades of ash tiles when he made Bridging the Gap during last contest. So there is hope | ||
MineraIs
United States803 Posts
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