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Active: 623 users

[Contest] Map Design Contest! - Page 14

Forum Index > BW General
Post a Reply
Prev 1 12 13 14 15 16 24 Next All
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2010-01-23 17:07:19
January 23 2010 05:41 GMT
#261
0.95(o) Update: Fixed ramp from main to natural, adjusted nat minerals, removed terran imbalance in the center of the map, removed min. only expansions in the center of the map.
repositioned start locations, expanded mains, changed temple to 10 0-value minerals. decorated more, prevented some tanking, decreased size of nat.

+ Show Spoiler [Montezuma 0.95(o)] +
[image loading]


(2)Montezuma 0.95(o).scx >>>Download<<
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
January 23 2010 06:50 GMT
#262
Btw StyleZerg

http://intothemap.com/gnu/bbs/board.php?bo_table=science&wr_id=24132
POGGERS
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
January 23 2010 07:03 GMT
#263
Yeah Ik aren't they cool? I saw them and though they where cool so I used them in my map. P.S. Never claimed to have invented them.
10%
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
January 23 2010 08:28 GMT
#264
Montezuma 0.95(o) update, edited post above ^^^^
dyren
Profile Joined December 2009
United States260 Posts
January 23 2010 09:41 GMT
#265
Muessoloc III (yea, odd name..) was updated a bunch today and the newest edition is uploaded to broodwarmaps.net - the URL is in my post on the last page. *updated*
(╬ ಠ益ಠ)
Man.Magic
Profile Blog Joined January 2010
United States178 Posts
January 23 2010 09:48 GMT
#266
Download (2)Invaders {beta}:

Updated Map now is Swarm friendly, any other suggestions?
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 23 2010 13:21 GMT
#267
I'll be updating this thread sometime tomorrow. A new screenshot of the changes you made would be handy
Commentaries: youtube.com/HuskyStarcraft
Man.Magic
Profile Blog Joined January 2010
United States178 Posts
January 23 2010 19:28 GMT
#268
I edited my original post with a new photobucket link and updated panschk.de map.
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
tv-dooke
Profile Joined January 2010
United States7 Posts
January 23 2010 19:57 GMT
#269
im finishing up revisions on (2) Yao Floss. i need help with one thing tho. how do you make the temples stay on the map without UMS
Kaappp
Profile Joined January 2010
Latvia9 Posts
Last Edited: 2010-01-23 20:05:33
January 23 2010 20:05 GMT
#270
use "Unit Sprites" it's in the "Sprites" section and when using do not forget to choose 12 player (neutral).

Updating my map once again.

[image loading]


Please comment

http://www.panschk.de/mappage/comments.php?mapid=3993 -> Download
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2010-02-05 17:55:00
January 23 2010 21:33 GMT
#271
Imperial Scars 1.0 Beta
+ Show Spoiler +
Map: Imperial Scars
Players: 2 (6-Obs)
Creator: Broodie
Theme: Found Temples
Before change
[image loading]

After Change
[image loading]


There's a lot of custom work here but I did my best to keep it even and such, take a close look at the map as things are not always what they seem! early game offers many choices to both players while mid-game focus's on Micro vs micro and ultimately an ending macro game.

To eliminate rushing a player is either forced to run in a "Z" shape to reach the other's base or they can attack one of the two center tower doors and gain access.

The two areas where players would assume an expansion would be are a common place for the battle over who claims both temples.

the high ground non expansion field is easily claimed by whoever drives a better army while the neighboring low ground battle zone is nothing more than a commitment and a half.
everything here is custom I made it myself, the long ramps, the abstract ramps and the cliff connections, I didnt even look at examples :s and it was the first time making them so tell me what you think!

DOWNLOAD LINK
http://www.sendspace.com/file/x1v7f7
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
the-Undermind
Profile Blog Joined January 2010
Canada106 Posts
January 23 2010 21:58 GMT
#272
On January 24 2010 06:33 Broodie wrote:
Imperial Scars 1.0 Beta
+ Show Spoiler +
Map: Imperial Scars
Players: 2 (6-Obs)
Creator: Broodie
Theme: Found Temples
[image loading]


There's a lot of custom work here but I did my best to keep it even and such, take a close look at the map as things are not always what they seem! early game offers many choices to both players while mid-game focus's on Micro vs micro and ultimately an ending macro game.

To eliminate rushing a player is either forced to run in a "Z" shape to reach the other's base or they can attack one of the two center tower doors and gain access.

The two areas where players would assume an expansion would be are a common place for the battle over who claims both temples.

the high ground non expansion field is easily claimed by whoever drives a better army while the neighboring low ground battle zone is nothing more than a commitment and a half.
everything here is custom I made it myself, the long ramps, the abstract ramps and the cliff connections, I didnt even look at examples :s and it was the first time making them so tell me what you think!

First version of this map, I'm going to upload the file later, I have several in the works xD



Attention natural expansions,

prepare to be tank raped
Shawn [the-Undermind] Williams
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2010-01-23 23:51:54
January 23 2010 23:50 GMT
#273
Hello people, here is my map for this contest
Do you remember in the storyline Tarsonis planet invasion? Here is the rematch of this epic battle!

(2)Tarsonis Invasion
Theme: Zerg Invasion
Size : 96*128
[image loading]

2 stacked generators behind the natural.

Link for broodwarmaps.net map thread:
http://www.panschk.de/mappage/comments.php?mapid=4009
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
the-Undermind
Profile Blog Joined January 2010
Canada106 Posts
January 24 2010 00:07 GMT
#274
On January 24 2010 08:50 ProTosS4EveR wrote:
Hello people, here is my map for this contest
Do you remember in the storyline Tarsonis planet invasion? Here is the rematch of this epic battle!

(2)Tarsonis Invasion
Theme: Zerg Invasion
Size : 96*128
[image loading]

2 stacked generators behind the natural.

Link for broodwarmaps.net map thread:
http://www.panschk.de/mappage/comments.php?mapid=4009


1) the power generators serve no purpose. By this I mean that they is no practical reason for you to spend time destroying them for access.

2) I think there should be a ramp leading up to the high ground at the mid-bottom right and mid-top left.

3) I like the mobility of the map
Shawn [the-Undermind] Williams
tv-dooke
Profile Joined January 2010
United States7 Posts
Last Edited: 2010-01-24 00:25:35
January 24 2010 00:23 GMT
#275
OK I revised (2)Yao Floss. This is the one i want entered in the contest, I think.

DOWNLOAD HERE>> http://yogware.bluegillstudios.com/shpib/?l=544

THINGS I CHANGED>>
---Random 2nd gas on the left sides' main base was removed
---There's a stack of 30 mineral patches set to 0 in the middle corridor blocking the path(instead of a stack of 10 temples).
---The 12 o clock entrances with temples have been removed and left open.
---There is now a new path above the middle corridor and the upper plateau for a small group of forces.
---The right side now has a wider ramp to the middle corridor to match lefts.
---The ramps have been widened in the top corner expansions making them harder to secure.
---A recall animation was added to simulate your workers being warped in at the beginning of the game ;-)
---Touch ups around the map to make it look more pretty =]


I still want to make a version of this map with a wider choke at the middle corridor with the stack of 10 temples as well as temple blocks at the top entrances to the main(like i had in the original version).

Also, can someone post a preview of this new version for me? I'm a noob and don't know how to do that.
oberon
Profile Joined May 2009
United States1320 Posts
January 24 2010 03:07 GMT
#276
OK, I'm dumb. I want buildings (zerg buildings, temples, etc.) that exist, but have no AI. I have tried to do this -- they don't show up at all! I have starting locations for those players...what are the requirements for these neutral buildings to exist?

If someone can explain that I'll have my (mediocre) entry.

--oberon
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 24 2010 05:46 GMT
#277
Will be updating this after Winners League tonight. Please include a screenshot with any updates you've made or if its a new map.

Really like what you guys are doing so far, a couple of the newest submissions look great. Good to see maps with a lot of neutral buildings (dunno, just always liked that for some reason )

Commentaries: youtube.com/HuskyStarcraft
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
January 24 2010 06:12 GMT
#278
On January 23 2010 14:41 -fj. wrote:
0.95(o) Update: Fixed ramp from main to natural, adjusted nat minerals, removed terran imbalance in the center of the map, removed min. only expansions in the center of the map.
repositioned start locations, expanded mains, changed temple to 10 0-value minerals. decorated more, prevented some tanking, decreased size of nat.

+ Show Spoiler [Montezuma 0.95(o)] +
[image loading]


(2)Montezuma 0.95(o).scx >>>Download<<


Thats amazing
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-01-24 06:22:47
January 24 2010 06:21 GMT
#279
I spent some time playing on -fj's map Montezuma and it was quite fun! I like the seemingly double high high ground mains! I played a 35 minute game vs a horrible zerg who put an annoying amount of sunkens in his main in response to my proxy 2gate at the third. I didn't commit to breaking his main cause of the tiny choke which is partly why the game lasted so long. Oh and I didn't get observers the whole game. LOL
(╬ ಠ益ಠ)
splorygon
Profile Joined September 2009
18 Posts
Last Edited: 2010-02-01 06:33:10
January 24 2010 06:32 GMT
#280
Link to updated map post.
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