Almost all of the best maps you can think of on Starcraft 1 that were popular and fun were edited iterations...
Providing examples will better stress your point
I Shall help..
- Nexus Destroyers
- Cat and Mouse
- Temple Siege
- Sunken Defense
- Block the Gate
- Turret Defense
- Zone Control
- Tug of War (to Build Tug of War to w/e)
- Special Forces
- Nuke the Whales (eventually to "Nuke the Whales Perfection")
- Assassinate [insert president here]
- Pylon D (eventually remade by ME into Pylon D Alpha land)
And the list goes on
Also, it doesn't include the maps that even just I, personally, drew experience from. Imagine how many newbie map makers used different maps to learn their skills. I would've never been able to map if I didn't first start off editing Nuke the Whales and Cat and Mouse.
@Last ParagraphThe problem you addressed stems from the way Blizzard treated the community. No, I'm not trying to put Blizzard down, so stop flaming me Cardinal. The way that they treat map makers now, calling them Mods, and pushing the Map Market out, all leads to over-hyping and over-representing maps for what they really are.
In business terms, this is great! Because then they can push their map market out. In community terms, it is utter shit. The reason why SC2Mapster is successful is because it is an attention-whore, where every member can get as much attention and hype as they want. It is evident with the amount of videos and news featuring maps (which is a good thing) while lacking the criticisms that ought to go along with them in order to push them forward (theoretically).
I've talked about this before. I think that, with the current ways of things, the maximum mapping community quality will be halved.
Basically, there will be a group of people that legitimately do great work on the editor. And then, there will be a group of people who will like to start mapping, but will never get to, because of all the problems of B.net 2.
Best example: The SEN community. More than half of us already belong in the latter group. We want to map in sc2, we REALLY do, but we can't/don't want to because of the poor editor and b.net 2 system. We can never really learn how to either due to the poor implementation of DL'ing maps, and of course, the protections.
If all of these problems were alleviated, I'm sure a lot of us will begin to map in SC2, and produce great maps in years to come.
Now, taking a more "updated" example, there are tons of "map development" that're being over-representated over at SC2Mapster. To be honest with you, a
TON of those map ideas will simply NOT work. Anything with holding buttons, fixed cameras.. anything that tries to copy another game, such as World of Starcraft.. or things that are just so badly balanced that it'll never be played on B.net... will be forgotten.
These mappers may learn through the community, but their maps will never see the light of day. Because of the lack of sophistication from SC2Mapster, which stems from the way Blizzard treated the community, I highly doubt anyone will learn from their mistakes and just blame the popularity system. In the end, they will most likely give up. And even if they do continue to produce maps, the chance of their maps being popular is minimal.
Finally, a handful of people will become elitists, such as Mephs n Rodrigo. While they can make great maps, they are only part of the problem, as their maps will be weighed more heavily by the community, and will overshadow a lot of other players' maps.
The reason why SC1 worked well (but obviously not perfect) is because of the way maps are played. If your map is fun for that person, he/she will remake it, and spread it to other players. Therefore, your map isn't played simply because they recognize you as the creator, but because the map
IS FUN, and
SOMEONE LIKES IT TO AN EXTENT THAT THEY WANT TO REPLAY IT. It is also much better because Hidden Gems will be played occasionally by those who know about them, and will always have a chance of becoming popular.. go to
http://renaka.com/pages/starcraft/motd for examples.
And finally, of course, is that people can open the map and work on them, creating better or more updated versions. Personally speaking, if I am the epeen loving d-bag that mikelat has accused of being the cause of this over-protectiveness, I found that by open-sourcing my maps, people create new versions of my map, but still remember that I am the original creator. Thus, hordes of soft and luscious gamer pussies flock to me (at least back when TS was initially released .. and also when I made Pylon D Alpha Land). They also tend to ask me questions, drawing from examples of my own triggering (which was a mess, as CAFG and moose can tell you
)
All in all, it just makes more sense for things to flow freely in such a confined game network.
Post has been edited 1 time(s), last time on Jan 27 2011, 11:17 pm by UnholyUrine.
None.