BlizzCon Map Contest winner maps presented - Page 3
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Ghin
United States2391 Posts
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Liquid`Jinro
Sweden33719 Posts
On September 08 2005 09:29 Tfums wrote: You don't know me, I'm not really nationalistic, I just post in certain threads. My favorite players are mostly European. Okay.. Maybe favoritism is a better word than nationalism really, since rS, strictly speaking isn't canada only and yet you defend them with the same fervor as you do canadian players. And yes, I realize this is about more than this thread but I'm just a wee bit tired of you and your constant overreaction anyone disagreeing with you/not rating your favourite players as highly as you do. You've come off as very, very nationalistic in other threads so I'm sorry if you really are not. Bill's map is better, my judgement is a lot better than yours. I think it's sad that the judges picked the others, I'm entitled to my opinion. I'm not a judge, so why do you bring my ability to judge something into all of this? Anyhow, since I know travin, and have for quite some time, I'd be hopelessly biased in his favour just like you are biased towards Bill for similiar reasons (I think?). You OBVIOUSLY tried to make it look like I was sheltering bill because he's Canadian, and taht's bullshit if you think otherwise. Actually there's a lot wrong with Canada, stop talking with your head up your ass and you might notice this. Read what I said again.. YES, I tried to make it look like you 'were sheltering Bill because he's Canadian' in a sort of joking manner, but you replied with this: .. if you can't put up a logical explanation why bill's map isn't in the map pool except that for some reason I'm a super-nationalist out for world domination.. That's what I was replying to. Deal with it, everything was fine until you amrched in talking shit so don't cry for it to end, you started it so put up or shut up. If you can't take it back just keep that big mouth shut. And of course now that you said you were gonna stop, you'll post right after mine again. Good work to the map makers, I'm not so sure antigua prime should be in there though. Stop acting like this is a rap-battle, or a as if you are challenging me to fight or something, this is an internet forum and not some backyard brawl. In conclusion: Let's fuck Japan together kkkkkk (Obligatory China vs Korea thread reference --) If you want to continue this flamewar how about you pm me or something. | ||
Mora
Canada5235 Posts
This is a group package. This contest is not about the map makers, its about the tournament the maps are for. We need a nice variety of maps for the tournament. We (or more specifically i, as i don't want to speak for the other judges) wanted the following: A four player map: Crusader. An island/semi-island map: King of the Abyss. A low resource map: Roads to Antigua Prime. All while maintaining excellent possible gameplay. S ignal was by far the best map submitted in the tournament. Infact, S ignal is one of the best user-made maps i have ever seen. The map pool provides a combination of good standard elements of gameplay, unique not-much-seen-before flare, and diversity. | ||
Liquid`Jinro
Sweden33719 Posts
1 pylon can block. 1 Gateway can block. 1 Forge can block. | ||
LazySCV
United States2942 Posts
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Camila_br
Brazil529 Posts
where we can see all 45 finalists? | ||
Beast_Bg
Bulgaria1623 Posts
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cYaN
Norway3322 Posts
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Bill307
Canada9103 Posts
Issues with the maps: King of the Abyss - The 2 o'clock nat is blocked by a doodad. You cannot place a CC there. Nightlight - The 3 o'clock nat gets blocked up by a CC/nexus/hatch, with only a TINY pathway to let you move across. And if you build an addon there is NO pathway across. This excludes trying to move through your mining workers because everyone knows that won't work. Roads to Antiga Prime - You basically get 2 gas: your main and your nat. The rest are very difficult to hold on to since they're essentially in the centre of the map. Will make ZvT very hard. Signal - trcc these mineral formations are too slow and need to be fixed (talking about the ones in the mains, though some of the others might be bad too). Please, even for the rough versions of your maps, arrange the minerals in normal formations. Crusader - Name of existing ladder map . Actually there were no such glaring issues with Crusader that must be addressed, at least not in my 1 game on the map. | ||
Bill307
Canada9103 Posts
On September 08 2005 12:57 FrozenArbiter wrote: 1 pylon can block. 1 Gateway can block. 1 Forge can block. Would zealots still be able to hit the lings (attacking the structure) if the entrance is blocked with one of these? | ||
Physician
United States4146 Posts
Bill307 Signal - trcc these mineral formations are too slow and need to be fixed (talking about the ones in the mains, though some of the others might be bad too). Please, even for the rough versions of your maps, arrange the minerals in normal formations. The mineral formations, among its many other features is what makes the map stand out above the others. "normal formations" is like a prison forcing the game to become standarized - screw that - I want to see maps with 500 minerals per patch, and 1v1 in 192 192 maps etc.. if I want to play on the same "board" always - I stick to chess. | ||
Tfums
Canada476 Posts
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SchOOl_VicTIm
Greece2394 Posts
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T______T
United States538 Posts
On September 08 2005 19:03 Physician wrote: The mineral formations, among its many other features is what makes the map stand out above the others. "normal formations" is like a prison forcing the game to become standarized - screw that - I want to see maps with 500 minerals per patch, and 1v1 in 192 192 maps etc.. if I want to play on the same "board" always - I stick to chess. It's the consistency in Starcraft that has helped keep it alive (and has allowed the skill level to skyrocket). If maps had random numbers of minerals or random placement of them, even very basic builds couldn't be developed. I think this is a major factor in why most other RTSs die: things are just to random and amatuerish, and consistent maps never emerge. Entropy, if you think about it, what you are describing is exactly what Starcraft was when it was released. Have you ever taken a look through the Blizzard map folders? Well, from that jumble of maps (including some maps with 6-mineral mains, and some completely sizes), a fair and fun standard developed, based around 8-9 minerals close to the mains, and a geyser that can be mined with 3 or 4 peons. You don't need to mess with mining speed to have a variety of maps; tell me that Lost Temple and Plains to Hill are the same! edit: typo | ||
Insane
United States4991 Posts
(Also, the reason he said the same thing is probably b/c we tried the maps out together :D) | ||
Empyrean
16939 Posts
trcc is a machine :D I haven't done anything related to Starcraft in ages :[ | ||
Bill307
Canada9103 Posts
On September 08 2005 20:03 HnR)Insane wrote: Interestingly enough, Bill came and said almost the exact same thing as I did xD. The only thing I'd like to add is that I'd rather the island map have two lines of minerals (with a bit of space in between so that you can't build a pylon there) to prevent workers from jumping early on. ZvP on islands is hard enough as it is! Might as well block up lings that way too. (Also, the reason he said the same thing is probably b/c we tried the maps out together :D) Hmm I wonder why that happened . By the way, I jumped the minerals with 2 probes. It'd be very difficult or impossible to stop it from happening. Besides, zerg is the only race that can attack via ground on that map, with zerglings . | ||
Insane
United States4991 Posts
|x| |x| |x| |x| There are two lines of minerals. There's 1 'matrix' of space in between the two lines (represented by the x). Not enough space to build a pylon. Therefore you'd need to jump two workers through the first line, then use those to jump the second line. | ||
XG3
United States544 Posts
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BloodOfAChamp
United States266 Posts
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