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[Contest] Map Design Contest! - Page 17

Forum Index > BW General
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Prev 1 15 16 17 18 19 24 Next All
T.n.T
Profile Joined January 2010
United States20 Posts
January 26 2010 01:29 GMT
#321
sweet, i made one right here

http://www.mediafire.com/myfiles.php
4 player, found temples, 128x128
"If you're good at anticipating the human mind, it leaves nothing to chance." -Saw V <---Therefore, all fanboys who cry build order when their favorite player loses deserve to be put in deathtraps to fight for their lives
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 26 2010 02:17 GMT
#322
On January 26 2010 10:29 T.n.T wrote:
sweet, i made one right here

http://www.mediafire.com/myfiles.php
4 player, found temples, 128x128

Map name?

And screenshot if possible
Commentaries: youtube.com/HuskyStarcraft
dyren
Profile Joined December 2009
United States260 Posts
January 26 2010 02:27 GMT
#323
T.n.T your link just takes me to the mediafire homepage.. notice how it's pointing to myfiles.php.. well to simlify YOURfiles.php is not the same as MYfiles.php.. you need the direct link to the upload! It should give you this URL for each file...
(╬ ಠ益ಠ)
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2010-01-27 20:49:54
January 26 2010 03:34 GMT
#324

Ok here Is my new map for the Team Liquid competition.
As you might have noticed this is still not done, far from it actually, I just wanted to upload it so you guys get the idea, and so that I can get some feed back on it.
[image loading]


About the map:
Map size is 96* 128*
The theme of the map is Found Temples & Decimated Earth
First thing you should know is that there are no stacked neutral buildings.
Also to understand the map you must understand the middle:
[image loading]


As you can see there are 4 mineral patches none of theme is stacked, and they have a value of 24 each, on top of them there is a swarm to have protection vs harassing units while trying ti mine the block out.
The rest is pretty straight forward (But not standard) so yeah give me some feed back



Here is the link to downloading the map Obs & Mele :
http://www.panschk.de/mappage/comments.php?mapid=4013
10%
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 26 2010 03:41 GMT
#325
Maybe change the Xel naga temples to 1 instead of 2. They take a ton of time to break as it is.

Even paths might make it a bit strange to play on. You can get countered pretty easily. Maybe change the centre minerals to stacked 0 mineral blocks.

Maybe tighten the nat choke a bit to make it easier for Zergs to make sunken lines and for Protoss to FE.
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2010-01-26 05:27:20
January 26 2010 03:44 GMT
#326
Montezuma release candidate! EDIT: release candidate 2 now.

Changes:
Moved gas on top base; it's up and LEFT, not up and RIGHT!
Fixed vision on ramps
Created second highground on top of pyramids using high temple tiles and sprites for the blending.

My favorite of the recent changes is the SC2 - esque high grass areas in front of the third/fourth bases. They are created by a combination of high ground tiles, sprites, and sparing doodad use. Units on either side can't see across, can easily move through, and can see out from within.

+ Show Spoiler [image] +
[image loading]


Download: (2)Montezuma(o).scx
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 26 2010 03:51 GMT
#327
If I were judging, just by looking at the deco (which usually reflects how much work's been put into the map), I'd narrow it down to just a few maps in the list pretty quickly.
T.n.T
Profile Joined January 2010
United States20 Posts
January 26 2010 03:53 GMT
#328
Yeah, sorry, must have copy pasted the wrong URL, here's the real link (i hope)
http://www.mediafire.com/?2vjjjggo34i
http://www.mediafire.com/?2vjjjggo34i

Map Name: No Telling
+ Show Spoiler +

{i hope this worked}
[image loading]



anyways, those neutral cc's you see at the naturals are on fire, and burn down in 225 seconds (usual 12hatch or 14 nex/cc is a little over 2 minutes i believe). There is a backdoor expo, but a pylon is blocking the way (you can still early expand by doing the stack worker trick) It is scoutable, i did the same thing as in Medusa (http://www.teamliquid.net/tlpd/images/maps/202_Neo%20Medusa.jpg). The temples are at 50% so those expos can be harassed a little easier. The xel'naga temples on the ramps i only put down because of the theme, but i might take them out if they cause problems. The pylons in the mains will prevent reaver drops behind the mineral line, but normal ranged units can harass workers, and don't even need drops to get there (the enemy will have to destroy the pylon in anticipation of the harassment). And as i was typing this, i realized that the worker stack thing probably won't be able to go through the temple because there is only one chunk, so i'm going to fix that too.
"If you're good at anticipating the human mind, it leaves nothing to chance." -Saw V <---Therefore, all fanboys who cry build order when their favorite player loses deserve to be put in deathtraps to fight for their lives
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
January 26 2010 04:18 GMT
#329
Neobowman, ik the Xel nagas take a long time to remove, but I put 2 of them because its the entry 2 the main!
And I was inspired by the 2 xel nagas from the pro map: Hitchhiker, il see what I can do about the nat.
10%
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
January 26 2010 05:26 GMT
#330
Ok, so the "rc" map I posted a bit ago was corrupted or something.. but I edited that post with a link to working map.
splorygon
Profile Joined September 2009
18 Posts
January 26 2010 14:37 GMT
#331
On January 24 2010 16:00 dyren wrote:
Splorygon your 1.3 image is a broken link. I downloaded your map and I think your latest changes are a solid improvement over the last version. I like the map a lot actually but I feel Terran can probably hold his half of the map easily.. so ~6 bases by covering roughly 3 chokes.. that's pretty good.. for terran haha. I'd like to see some games on it.

After some more testing, it is actually fairly hard to defend even though it is just 3 chokes. It is a very wide area to defend when splitting the map horizontally. The player will be very susceptible to drops, recalls, and air units.
+ Show Spoiler [Image of map] +
[image loading]
There are other balance issues that will be fix in the next release.
Husky
Profile Blog Joined May 2009
United States3362 Posts
January 26 2010 21:43 GMT
#332
I think I'm updated now.

@T.n.t: Can you post a screenshot of your map please.
Commentaries: youtube.com/HuskyStarcraft
T.n.T
Profile Joined January 2010
United States20 Posts
Last Edited: 2010-01-27 00:31:45
January 27 2010 00:30 GMT
#333
u didnt get it? it showed up on my thing

alright ill try again

[image loading]


does it work now?
"If you're good at anticipating the human mind, it leaves nothing to chance." -Saw V <---Therefore, all fanboys who cry build order when their favorite player loses deserve to be put in deathtraps to fight for their lives
Chef
Profile Blog Joined August 2005
10810 Posts
January 27 2010 00:33 GMT
#334
On January 26 2010 12:51 neobowman wrote:
If I were judging, just by looking at the deco (which usually reflects how much work's been put into the map), I'd narrow it down to just a few maps in the list pretty quickly.

Unfortunately, good looking deco should be judged by what players see in game, not in a jpeg or in a zoomed out map editor. There's lots of bad blends being posted that look way too blocky in game, and lots of relatively simple deco that looks great in game, but doesn't make much on an impression in the jpegs. It's one of the things BroodWarMaps.net really suffers from, since almost no one actually plays non-promaps, and therefore only pictures get judged.

Also, a warning about people using a lot of sprites: Be really careful with how many you're putting in your map. It's okay if you have like 20 odd sprites, but if you get to have too many there's lots of units that won't fire in StarCraft because their attack animation requires sprites, and the sprite limit is fairly low in SC (ex Valkyries not firing).
LEGEND!! LEGEND!!
squishyhobo
Profile Joined January 2010
United States1 Post
January 27 2010 00:39 GMT
#335
Where do i submit a map?
thunk
Profile Blog Joined March 2008
United States6233 Posts
January 27 2010 01:02 GMT
#336
There are a lot of really interesting maps here!
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
January 27 2010 02:17 GMT
#337
@ chef: do offscreen sprites matter? do doodads matter?
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
January 27 2010 02:23 GMT
#338
Offscreen sprites matter. Doodads don't. Doodad sprites do matter.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Kaappp
Profile Joined January 2010
Latvia9 Posts
January 27 2010 11:26 GMT
#339
[image loading]


Final version.

http://www.panschk.de/mappage/comments.php?mapid=3993 -> to download (melee and observer)
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2010-01-27 19:07:13
January 27 2010 19:05 GMT
#340
Scmdraft says "235 out of 250 sprites on map".. Does that mean only 15 sprites are left for valkyries?


EDIT: I did a test - I created 24 valks and arbiters with 2000 HP and had the valks attack the arbiter with and without 250 tree sprites on the map.. and the arbiter died in the same amount of time. In both cases not all the valks fired, but they stalled about equally in both situations.. It also doesn't seem to matter if the sprites are all across the map or all in view at once.

It seems like sprites on map don't really make a difference, at least for valkyries... I've played some games on this map, although they weren't really high level with maxed pvz armies clashing or something, nothing ever bugged out..
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