|
Awesome interview, really enjoyed seeing an insight into something that is looking very amaturish considering the amount of money being put into the sc2 scene (esp korea)
Heres to Sc2 mapping getting more pro!
Oh and if you ever interview them, plz ask them about what their thoughts on custom netural things are (Destructable rocks /w modded hp, dummy units that slow nearby units, destructable xel naga towers, etc)
Oh and about new tilesets. With Sc2's tileset system, I WANT ART!
|
Great stuff, thanks for this interview!
|
Great interview, thanks!
LSPrime and JackyPrime actually got paid a little for their efforts, as they said in this interview.
I just hope more foreign tournaments take the leap and introduce new maps. I was a bit dissapointed that TSL3 just copied the GSL map pool, when they have the best map makers in the world posting right here on TL.net.
|
(I was angry they wanted to sacrifice balance for the convention). AMEN!!!
|
Quite an interesting interview, thanks for the translation~
|
I'm kinda disappointed that they weren't flat out asked what they think makes a map balanced and as such what they keep in mind when making maps. Still, a great interview, always nice to hear about the guys behind the games.
|
Never heard much about the map making. Great article These guys should recieve way more attention and praise for their work.
|
On May 20 2011 01:15 branflakes14 wrote: I'm kinda disappointed that they weren't flat out asked what they think makes a map balanced and as such what they keep in mind when making maps. Still, a great interview, always nice to hear about the guys behind the games.
This is a tough question, and I left it out: it could be an entire interview/debate on its own. What are you looking for? A list of elements that you should never use, like cliffs behind the nat (Lost Temple)? Or a list of musts for every map (8 min, 2 gas main)?
There are elements that seem to favor one race or one play style, and a map is really an interplay between lots of these elements. The map community is exploring lots of different stuff, seeing what new (and old broken stuff) might be able to work. And at the same time the players are evolving the game as well.
It's much easier and more focused to take a particular map and ask if its balanced, or a particular common feature that is sort of controversial (like an in-base main) and discuss it's merits in a vacuum. So I asked plenty of questions like that.
|
On May 19 2011 04:16 dimfish wrote:EDIT: Show nested quote +On May 19 2011 04:05 eviltomahawk wrote: Bibimbob is fucking amazing. I eat it every week, and I'm not even Korean. I like a lot of the Korean dishes I've tried but I've never heard of bibimbob--if anyone knows where to get this somewhere in Orange County let me know.
I think bibimbap is the more common translation here. The "Dol Sot" version is better. It's the one in the heated stone pot.
|
Excellent interview!
dimfish, by Orange County you mean Florida or Southern California? If the latter I might be able to direct you :D
(Reminds me that I am super duper behind on the wiki D: )
|
On May 20 2011 03:37 pyrestrike wrote: Excellent interview!
dimfish, by Orange County you mean Florida or Southern California? If the latter I might be able to direct you :D
(Reminds me that I am super duper behind on the wiki D: )
SoCal, I'm a grad student at UC Irvine. I think I've seen something served in a stone bowl at a Korean restaurant before, never knew what that was.
|
Awesome topic and questions. Thank you very much
|
These kind of games are nothing without these kind of people.
|
Wow these guys are some really nice people. I'm looking forward to see what else they create. It was interesting to hear that the words they use for stuff like "expansion" are so different from what we use.
|
Do they make money from selling maps to GOM/Blizzard?
|
|
thank you
|
I think after testbug, people got more motivated into making 3player maps
|
On May 19 2011 04:47 Zephirdd wrote: People can't really hate on david kim tho - he wanted an standardized map pool for ladder players, where you don't really have to deal with half-bases and alike. Destructible Rocks were the best thing they could do to prevent mass expanding(like 14hatch-14hatch-14pool).
Hopefully this "standardizing" mentality will change over time.
You can't blame the head of the balance team for trying to make a map imbalanced? When has mass expanding ever been a problem? If zerg 14 hatch 14 hatch 14 pool, you punish them. I guess I'm just missing your logic.
|
Lateral Erosion reminds me of Burial Grounds in SC2
Edit: And oh, 3-4 hours to make Bel'shir Beach? Wow that's really fast o.o
|
|
|
|