TLMC5 Feedback Thread
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Plexa
Aotearoa39261 Posts
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Icetoad
Canada262 Posts
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SidianTheBard
United States2474 Posts
Color Crush (Casuals love colors!!! too standard? lol) Korhal Killzone (Guessing low # of bases and lots of dead air space killed it) Moonlight Madness (Guessing backdoor turned people off.) To be honest, I'd love to see all feedback on say the Top 10 or 20 maps just to see what judges liked/disliked about them. | ||
Meavis
Netherlands1297 Posts
Annihilation station Mahatma ty for giving this opportunity on feedback which is rather rare and therefor definitely welcomed. | ||
NotAPlexaSmurf
11 Posts
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RedRookLord
United States6 Posts
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And G
Germany491 Posts
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-NegativeZero-
United States2136 Posts
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Timetwister22
United States538 Posts
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LComteVarauG
Australia158 Posts
I would like to have some feedback on my three map submissions, Golden Outpost, Frigid Hell and Ruins of the Ancients. Golden Outpost: http://www.teamliquid.net/forum/sc2-maps/476509-2-golden-outpost Frigid Hell: http://www.teamliquid.net/forum/sc2-maps/476670-2-frigid-hell Ruins of the Ancients: http://www.teamliquid.net/forum/sc2-maps/476589-2-ruins-of-the-ancients | ||
Antares777
United States1971 Posts
I'd love to hear in depth about what the judges thought of Ancient Realm and Dark Matter. Ancient Realm more-so than Dark Matter. Good job on choosing the finalists! I know it is difficult to pick a top seven out of who knows how many amazing maps. You guys rock! ^^, | ||
NinjaDuckBob
173 Posts
Map image: + Show Spoiler + Map image, rocks circled: + Show Spoiler + | ||
anon244
5 Posts
http://www.mediafire.com/download/6g41ld3h31qowsc/Central_Bonzana_2.SC2Map http://www.mediafire.com/view/a2cgbwsvbbv6f8g/Central Bonzana 2.jpg | ||
OtherWorld
France17333 Posts
Btw would it be possible, for maps that have been played on by the TL strat guys, to see the replays? | ||
TheRealSpaceCowboy
21 Posts
Thanks. | ||
emkro
41 Posts
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Badmi
5 Posts
http://www.teamliquid.net/forum/sc2-maps/477318-1v1-sand-spire | ||
NewSunshine
United States5651 Posts
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Namrufus
United States396 Posts
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Thaniri
1264 Posts
I've read all of your posts and am now going to comment on the maps in the order posted, and ignoring those maps that weren't on the "short" list. Should you still wish to receive feedback on those maps probably ask The_Templar. Alize This map is pretty good. Easy to defend natural and third. Prevents blink all-ins in PvT with architecture. Has a lot of movement options in the mid and lategame. Now, what I'm not a fan of, is the lowground bases at the NESW positions. Regardless of whether or not they are taken as third, fourth, or even fifth bases, they are far too small for my liking. Particularly the ramps. A thing I really liked about the center third base option is the destructible rocks there. Having these rocks allows for the taking of the base, but also allows for much more engagement opportunity from the opponent once they are taken down. The lowground third base option doesn't have this dynamic element of gameplay. Because of the severe chokes, Protoss and Terran are favoured against Zerg, to the point that gameplay will become identical to what we found on early revisions of Nimbus. I see Zerg vetoing this map, and Protoss vetoing it agains't Terran. Color Crush Though this might be taken as rude, I skipped over this map because it hurt my eyes to look at with the vibrant colours. As far as analysis, quickly looking over it... Vertical spawns are impossible for Zerg against Terran. Third bases are either too isolated or too open. Likewise Protoss will all-in a lot on this map because of the same reason. Main base air space is quit large, but not so much as to be a massive concern. I don't like how the middle high ground 'pods' have only one ramp. Annihilation Station RE I voted for this map to get in. I liked the base set-ups, I also liked the sheer number of attack paths and wide ramps on the map. I believe this map would produce varied and exciting gameplay. Though the number of narrow paths could potentially lead to strong swarmhost play. One of the concerns is the amount of creep required to connect the natural and third bases, and perhaps the paths outside of the third/fourth bases being a little bit too narrow for Zerg players. Looking at the map from the left side, that path above the rocks could be a little bit wider. The path beyond the cliff there is unnecessarily huge and so widening this narrow part should be simple enough. Mahatma I'd have liked an additional base where the rocks are in the middle of the map. The attack paths around there are cool, but without any point of contention on the map, they'll be largely ignored. Having two solid fourth base options is nice for Terran and Protoss giving options to either an aggressive or defensive player is good. This map simply lacks anything to make it stand out. It's decent, but lacks elements to make it dynamic or exciting. Sugar Free The ramps at the natural/third sort of area should be wider. If you want to reproduce this tight early game dynamic, then using rocks to choke it up is a good and commonly used option. Having bases with mineral fields directly up against cliffs facing the center makes life very difficult for Zerg against Terran or Protoss. Zerg has no particularly good fourth base because of how easy it is for ranged units to deny mining there while being relatively safe near a very tight choke in the form of a ramp found at both fourth base options. The center architecture is also particularly anti-Zerg. Collosus and Medivacs will go up and down these cliffs and prevent the Zerg from effectively engaging on the open ground. Mossfire Potentially agains't the grain, I'd have like to see the isolated bases at 3 and 8 o'clock to be gold. I'm all for creating points of acute contention in the center of the map, and think that gold bases would create just those. Seeing as those are the sixth base options (!!) these side bases are won't to be forgotten over the course of most games. However, making them gold bases would add a certain risk/reward element to them, and they are satisfyingly far enough from the mains to be a commitment to both attack and defend. They would also lend themselves toward varying the expansion paths, which as of right now are fairly strict for all races. The lack of airspace and the vast expanses of open ground also make air plays a little weaker. Warp prisms are quite easy to intercept. The map is also wanting for some texture work, but I am not judging on aesthetics. Callisto I don't like how many rocks there are. Without the rocks the bases become far too open to properly defend, and blink is an irreparable concern in PvT. Legacy I'm not a fan of rocks at naturals. The way King Sejong made it work was to have the paths between the rock side and the open side extremely long, allowing for the defending player to be able to effectively deal with either side, and not have to worry about having to defend both sides at once. In this case that geography simply is not there. There is also too much of what I am going to call dead ground. Between the two gold bases at the top right of the map, that entire space, excepting the little lowgrowns in the middle is flat. On the bottom left side, where the high ground blue mineral bases are, I'd like to see the low ground pathing to simply be removed. While this goes agains't my typical advice to make many and varied attack paths, having the bottom left gold behind rocks will allow for the player to take the initiative to establish static defences before the opponent can immediately deny the base. Apotheosis This another great map. I like the base positions, I also like how many different paths there are around the map. Some bases are fairly open, while others are closed off. Very nice. At the northern and southern thirds, I'd switch where the wide and the small ramps are, as I believe defending there as Protoss with forcefields will be too easy. I'd also make the ramps at the center of the map much wider, because as it stands there is no reason a mid or lategame army should ever be there to try and contest the center base of the opponent. It's a death trap. Between the center and side bases on the sandy texture, I'd like to see what having rocks instead of the cliff would be like. Creating this additional attack path will make the fourth base decision a little bit more difficult. Sanctuary Those rocks leading to the natural are too far away to defend, and the gold bases are tucked away in parts of the map that don't naturally lend themselves to contention. The way gold bases are used on this map isn't very exciting, and the gold will likely not be used much at all. The way the airspace works around the main and the natural third also make mutalisks and medivacs extremely powerful. The defence path and the attack path are not in proportion, and the drops are hard to intercept due to the large amount of airspace. These two elements combined make drops a little bit too powerful. Ancient Realm Like the above map, drops are a little bit too powerful at three bases. However, rocks at the natural are done correctly, and the blink threat in PvT has been dealt with creatively without having to make a big dead space at the natural. Kudos to you for that. The third base is a little bit too far off and too isolated for Zerg to adequately defend it, it is too easy to isolate. The base behind the rocks is a good third, but there-in lies the problem. It's behind rocks. Going by current meta, the rocks will take a little bit too long for typical Zerg player to kill in order to justify taking that as their third base. Dark Matter Am I allowed to say it's just a little bit boring? It's a good map, certainly better than some of the tripe Blizzard comes up with, but compared to the excellent quality and sheer number of entrants this time around, it's not doing enough to set itself apart. There is a whole load of nothing going on in the center of the map, and those rocks will be mostly ignored in gameplay because of how the natural base progression is to expand side to side, and not towards the center. There's 3 real attack paths for either player on this map by ground, and because of the expansion path, the defending player can never be caught off guard by any of them. Huge drops into the main while forces are drawn to the fourth base are game breaking gimmicks, and that's simply because of the glaring issues regarding the entire middle of the map. Epithemus I don't like the huge reaper cliff area at the mains for TvT's sake. The huge cliff at the 8 and 2 o'clock bases overlooking their mineral lines are a little bit too powerful. They aught to be removed, and additionally a ramp connecting 8 o'clock and 7 o'clock would make for some more pathing options. The ramps connecting the natural to the third and fourth bases are a little bit narrow for my liking. And the 9 and 3 o'clock bases only have one attack path into them. Whereas the middle base has 3 wide entrances, and one narrow defence route. | ||
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