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Thanks to Kaanin for the banner.
**** CONTEST IS OVER **** I will be making a map pack and updating the OP with all the maps in the next 5-6 days. A new thread will be made at that time so everyone can try out your maps and vote.
PRIZE UPDATE: + Show Spoiler +The template prize has been confirmed. Do note, they collect personal information of First Name, Last Name, and Phone Number and Mailing Address. This is their privacy policy: http://www.secogaming.com/privacy To celebrate my 5000th subscriber on YouTube, I am glad to announce a melee map design contest as the first part of a pair of contests I will be holding. The next contest will be a tournament held on maps made from this contest. Read below for more info!
DEADLINE: Thursday, February 4th @ 1pm PST.
RULES: The first part of the contest will involve designing a fully functioning and balanced (Map layout similar in all spawns) 1v1 melee map. The full list of rules are as follows:
1) THEME: Your map must follow AT LEAST one of these three themes. This is the most important rule and cannot be bypassed under any circumstance. The theme choices are A) Zerg Invasion (Hint: Colosseum II is only a good start) B) Decimated Earth (Hint: The destroyed Terran buildings/units doodads come to mind) C) Found Temples (Hint: Lots and lots of found temples)
2) Use Map Settings IS allowed. BUT, the map needs to play out like a normal melee map. There can be minor triggers but please don't deviate too far from the original game. All units, buildings, and tech paths need to remain default. Also, NO COMPUTERS/AI. This is a really hard rule to explain as it is up to interpretation. Just keep the game very similar to the original .
3) The map must be 100% your creation from scratch specifically for this contest. While I cant verify every single map, if it is found to be somewhere else previous to the time of this post you will be disqualified.
4) The map must be a 2 player, 3 player, or 4 player map (2, 3, or 4 spawn locations). The map is going to be used for 1v1 only so please keep that in mind.
5) The maximum dimensions of the map must be 128 x 128. This is the one rule I may be lenient on but please make maps that are accommodating to 10-30 minute games. Any dimensions of your choice between 128 x 128 are completely up to you.
PRIZE: (Additional prizes possible in the future. See note at the top of this post about the prize.)
1st Place: Gaming Website Template from SecoGaming.com. (Example: http://testsites.secogaming.com/berea/starcraft/dark-red/). Use of map in map pool for next tournament. Text interview about your map for the next tournament. 2nd Place: Use of map in map pool for next tournament. Text interview about your map for the next tournament. 3rd Place: Use of map in map pool for next tournament. Text interview about your map for the next tournament. NOTE: More than 3 maps will definitely be used for the upcoming tournament. There has been a massive response to this contest and the next tournament should be awesome .
JUDGING: Final decisions on which 3 maps win this contest will be decided by me for originality, enjoyment, practicality, balance, and whatever else I think makes it a great map. A poll will be held to influence my decision but not to make it for me.
Remember, there is going to be a tournament after this contest using ONLY the maps made by Teamliquid members. There will be tons of YouTube videos made and commentated by me for that tournament so your maps will get a lot of exposure.
If anyone would like to contribute to this contest please PM me with your idea . Any sort of small prize would be awesome <3.
Questions? Comments? Please post them here.
ENTRIES: Note: Just because a map is listed here does not mean it is eligible for this contest. I will do as much research in the coming weeks as to the origins of the maps to find which ones do not meet the 'created specifically for this contest' rule.
1) Stitgib + Show Spoiler +Map: Stitgib Players: 4 Creator: Chef Theme: Zerg Invasion 2) Spider Monkey + Show Spoiler +Map: Spider Monkey Players: 2 Creator: sTYleZerG-eX Theme: Zerg Invasion, Found Temples, Decimated Earth 3) Sandstorm Basin + Show Spoiler +Map: Sandstorm basin Players: 2 Creator: ejac Theme: Decimated Earth 4) Willpower + Show Spoiler +Map: Willpower Players: 2 Creator: Kenpachi Theme: Found Temples 5) 3.6.9 + Show Spoiler +Map: 3.6.9 Players: 3 Creator: Geeko Theme: Decimated Earth 6) Right In Two + Show Spoiler +Map: Right In Two Players: 2 Creator: Kaappp Theme: Found Temples 7) Muessoloc III + Show Spoiler +Map: Muessoloc III Players: 3 Creator: dyren Theme: Zerg Invasion 8) The Lost War + Show Spoiler +Map: The Lost War Players: 2 Creator: splorygon Theme: Decimated Earth Pac Man! 9) Abahus Kydan + Show Spoiler +Map: Abahus Kydan Players: 2 Creator: frontliner2 Theme: Zerg Invasion, Decimated Earth (?) 10) Rhine + Show Spoiler +Map: Rhine Players: 2 Creator: Nightmarjoo Theme: Decimated Earth 11) Archaeology + Show Spoiler +Map: Archaeology Players: 2 Creator: Vlanitak Theme: Found Temples 12) Beyond Death + Show Spoiler +Map: Beyond Death Players: 2 Creator: Zack1900 Theme: Decimated Earth 13) Huskyland (lol) + Show Spoiler +Map: Huskyland Players: 4 Creator: MorroW Theme: Found Temples 14) Stone Hill + Show Spoiler +Map: Stone hill Players: 2 Creator: Geeko Theme: Lost Temples (?) 15) Attero Impact + Show Spoiler +Map: Attero Impact Players: 4 Creator: cUrsOr Theme: Decimated Earth 16) Ancient River + Show Spoiler +Map: Ancient River Players: 2 Creator: wysley 17) Blood Red Skies + Show Spoiler +Map: Blood Red Skies Players: 2 Creator: Golondrin 18) Shadow Run + Show Spoiler +Map: Shadow Run Players: 2 Creator: Gnarpig 19) Gardens of Aiur + Show Spoiler +Map: Gardens of Aiur Players: 2 Creator: Smace Theme: Decimated Earth (Aiur), Found Temples 20) Alomogordo + Show Spoiler +Map: Alomogordo Players: 4 Creator: mmp Theme: Decimated Earth 21) Order 227 + Show Spoiler +Map: Order 227 Players: 4 Creator: lMPERVlOUS Theme: Zerg Invasion 22) Freezing Point + Show Spoiler +Map: Freezing Point Players: 2 Creator: arctics86 Theme: Decimated Earth 23) Rush Me + Show Spoiler +Map: Rush Me Players: 2 Creator: Zerg Invasion 24) Bowser (name may change) + Show Spoiler +Map: Invaders Players: 2 Creator: Man.Magic Theme: Zerg Invasion 25) Tarsonis Invasion + Show Spoiler +Map: Tarsonis Invasion Players: 2 Creator: ProTosS4EveR Theme: Zerg Invasion 26) Imperial Scars + Show Spoiler +Map: Imperial Scars Players: 2 Creator: Broodie Theme: Found Temples 27) Montezuma + Show Spoiler +Map: Montezuma Players: 2 Creator: -fj. Theme: Found Temples 28) Yao Floss + Show Spoiler +Map: Yao Floss Players: 2 Creator: tv-dooke Theme: Zerg Invasion 29) Cairo 2428 + Show Spoiler +Map: Cairo 2428 Players: 4 Creator: MrMoose Theme: Decimated Earth 30) Reclusion + Show Spoiler +Map: Reclusion Players: 2 Creator: Ronald_McD Theme: Found Temples 31) Neo Olympia + Show Spoiler +Map: Neo Olympia Players: 2 Creator: TriniMasta[wD] Theme: Found Temples 32) Split End + Show Spoiler +Map: Split End Players: 2 Creator: Geeko Theme: Zerg Invasion 33) Pixys wish + Show Spoiler +Map: Pixys wish Players: 2 Creator: sTYleZerG-eX Theme: Found Temples/Decimated Earth 34) Shaira + Show Spoiler +Map: Shaira Players: 4 Creator: Nub4ever Theme: Zerg Invasion 35) Loki's Trap + Show Spoiler +Map: Loki's Trap Players: 2 Creator: Salteador Neo 36) Velocity + Show Spoiler +Map: Velocity Players: 4 Creator: KinosJourney2 37) Absolute Truth + Show Spoiler +Map: Absolute Truth Players: 2 Creator: Rut 38) No Telling + Show Spoiler +Map: No Telling Players: 4 Creator: T.n.T 39) Ramps On + Show Spoiler +Map: Ramps On Players: 2 Creator: huni 40) Way To Aiur + Show Spoiler +Map: Way To Aiur Players: 2 Creator: huni 41) Ooziiki Landing + Show Spoiler +Map: Ooziiki Landing Players: 2 Creator: the-Undermind 42) Inverse Invasion + Show Spoiler +Map: Inverse Invasion Players 2 Creator: Urth 43) Greenland + Show Spoiler +Map: Greenland Players: 2 Creator: ProTosS4EveR 44) Temple Terror + Show Spoiler +Map: Temple Terror Players: 2 Creator: Tegual 45) Half Tide + Show Spoiler +Map: Half Tide Players: 2 Creator: 32 46) Asarin + Show Spoiler +Map: Asarin Players: 4 Creator: neobowman 47) Y3K + Show Spoiler +Map: Y3K Players: 2 Creator: MagisterMan 48) Space Blues + Show Spoiler +Map: Space Blues Players: 2 Creator: Moaf_ 49) Cragflake + Show Spoiler +Map: Cragflake Players: 2 Creator: Geeko Edit: Added confirmation of prize. Please read spoiler at the top of post. (1-21-10) **NEW** Added all the maps into the finalized list. (2-04-10) Clarified that you can follow more than one theme, but at least one. Also added a note about the possibility of using more than just the top 3 maps for the tournament.
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Excellent.
This will get the inactive BWM mappers active.
Hopefully....
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OMG awesome. I wanted to host one of these sometime in the future when I had some resources for prizes but this works too and is an awesome idea. I'll surely be making a map for this contest. Can we make more than one entry?
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Katowice25012 Posts
This looks pretty fun, it should pump out a few fun maps for sure :D
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Sounds really cool. I have never made any melee maps but I have LOADS of map making experience and a decent view on map balance. I suppose I can give it a try.
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On January 16 2010 08:11 Pyrrhuloxia wrote: OMG awesome. I wanted to host one of these sometime in the future when I had some resources for prizes but this works too and is an awesome idea. I'll surely be making a map for this contest. Can we make more than one entry?
Yes! As many as you can squeeze in before the deadline.
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On January 16 2010 08:15 HuskyTheHusky wrote:Show nested quote +On January 16 2010 08:11 Pyrrhuloxia wrote: OMG awesome. I wanted to host one of these sometime in the future when I had some resources for prizes but this works too and is an awesome idea. I'll surely be making a map for this contest. Can we make more than one entry? Yes! As many as you can squeeze in before the deadline. I dunno how you are gonna work the tournament but if there are a ton of entries it'd be cool if the later stages had Bo5s with 4/5 maps but maybe that is too much to prepare for.
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Also, I'm not sure what about Colosseum II is supposed to imply "Zerg Invasion". Is it the neutral creep?
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Yes.
And can we use maps we made in the past?
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On January 16 2010 08:18 Pyrrhuloxia wrote: Also, I'm not sure what about Colosseum II is supposed to imply "Zerg Invasion". Is it the neutral creep?
Yeah just the neutral creep was the only example I could give.
Was really thinking of maps with tons of neutral zerg/creep buildings making destructible walls/expos etc etc.
But anything having to do with a zerg theme would work fine.
On January 16 2010 08:26 neobowman wrote: Yes.
And can we use maps we made in the past?
Not for this contest. It needs to be maps specifically created for this contest to set an even playing field for everybody.
I dunno how you are gonna work the tournament but if there are a ton of entries it'd be cool if the later stages had Bo5s with 4/5 maps but maybe that is too much to prepare for.
Depending on the response from TL members and how many maps are created this is a definite possibility.
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B) Decimated Earth (Hint: The destroyed Terran buildings/units doodads come to mind)
what about a holy world-style neutral CC?
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On January 16 2010 08:32 jalstar wrote:Show nested quote +B) Decimated Earth (Hint: The destroyed Terran buildings/units doodads come to mind) what about a holy world-style neutral CC?
Whatever you can do to get the feeling of a destroyed human planet across.
For example, an entire neutral city in the center of the map on fire, etc etc.
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On January 16 2010 08:09 neobowman wrote: Excellent.
This will get the inactive BWM mappers active.
Hopefully.... Almost, but not really. Not with the amount of effort I used to put into maps anyway.
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I am going to be at a 4 day lan party starting today, so this thread may have questions answered slower than normal.
They will have internet though so I will keep this updated fairly frequently regardless.
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How many maps can we make? and how do we send them to you?
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Ah...I wish I could do this but I don't and won't have a computer with starcraft for a long while...
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Wow, seems pretty cool. Too bad I suck at this kind of stuff : (
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konadora
Singapore66060 Posts
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On January 16 2010 09:21 MachoKittyKat wrote: How many maps can we make? and how do we send them to you?
You can make as many as you want before the deadline. Post the maps with a DL link in this thread
On January 16 2010 09:36 konadora wrote: no 112?
???
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Woot! I'll go ahead and give this a shot, even though I probably wont win
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I made a map :O It may not look like much, but I've done it entirely in Microsoft Paint.
Melee Obs
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That was fast O.o.
Looking great though! I'm heading to PDXLAN so will be checking this site a couple times a day (far less than my usual like 500).
I'll do my best to answer any questions asap though.
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It's pretty simple but conceptually I like the idea of two fairly easy to take island expos getting a player to 4 gas (although the second one's minerals would be tankable from the main).
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That map in the banner looks super T-weighted. It could never become a popular map.
GL all, I hope you guys make great maps!
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Heck ya. I can't wait to watch the tourney!! Also, it'd be so awesome to have a Husky community map pack :D
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On January 16 2010 11:00 thunk wrote: That map in the banner looks super T-weighted. It could never become a popular map.
GL all, I hope you guys make great maps! The banner got changed so I dunno what map that was Now it's got lost temple on top. New banner is awesome but maybe someone could repost the old banner in a spoiler or the map that was there or something?
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On January 16 2010 10:58 Chef wrote: It's pretty simple but conceptually I like the idea of two fairly easy to take island expos getting a player to 4 gas (although the second one's minerals would be tankable from the main). I predict a lot of floating command centers.
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On January 16 2010 09:11 HazMat wrote: No Protoss Invasion </3 Temples are protoss buildings so that would be the toss invasion map, if you want.
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On January 16 2010 09:36 konadora wrote: no 112? I think he means map dimension of 112.
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On January 16 2010 11:40 Pyrrhuloxia wrote:I think he means map dimension of 112.
Oh... if so any dimensions below 128 x 128 are fine, you can have an odd shaped one like HBR or Desti and its np.
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Does anybody know any good starcraft campaign editor tutorials for like advanced melee map making?
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On January 16 2010 11:36 Pyrrhuloxia wrote:Show nested quote +On January 16 2010 11:00 thunk wrote: That map in the banner looks super T-weighted. It could never become a popular map.
GL all, I hope you guys make great maps! The banner got changed so I dunno what map that was Now it's got lost temple on top. New banner is awesome but maybe someone could repost the old banner in a spoiler or the map that was there or something? It was always Lost Temple -.- He was trying to be funny.
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On January 16 2010 11:37 Pyrrhuloxia wrote:Show nested quote +On January 16 2010 10:58 Chef wrote: It's pretty simple but conceptually I like the idea of two fairly easy to take island expos getting a player to 4 gas (although the second one's minerals would be tankable from the main). I predict a lot of floating command centers.
It has minerals on the ground Ultimatum style so that you actually have to drop workers there as any race.
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On January 16 2010 12:41 jalstar wrote:Show nested quote +On January 16 2010 11:37 Pyrrhuloxia wrote:On January 16 2010 10:58 Chef wrote: It's pretty simple but conceptually I like the idea of two fairly easy to take island expos getting a player to 4 gas (although the second one's minerals would be tankable from the main). I predict a lot of floating command centers. It has minerals on the ground Ultimatum style so that you actually have to drop workers there as any race. It didn't when I made that post. lol.
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Don't listen to him, he's crazy.
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On January 16 2010 12:56 Chef wrote: Don't listen to him, he's crazy.
So much win.
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On January 16 2010 12:56 Chef wrote: Don't listen to him, he's crazy. May I suggest Eastasia for a map name?
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Anyone got any references or tutorials for making a 3 player map and balancing it properly?
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I wish there was a check box for 4 player rotational symmetry, should be possible i think
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lotsa positional imba there with the different nat to nat distances
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Couple people were sending me IM's to ask questions.
There is like 500 ways to contact me, dont be shy :D
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Okay, can I submit a map, but make updates before the deadline?
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Excellent, Husky - that's taking initiative. Looking forward to see what creations will come out of this
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zerg invasion? map where Z>all?
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On January 16 2010 13:58 Pyrrhuloxia wrote: I wish there was a check box for 4 player rotational symmetry, should be possible i think Naaa, StarCraft uses isometrical terrain so you can't do rotational symmetry, just like you can't do odd-eye symmetry with a checkbox.
Edit: Making progress on my map. Finished most of the terraining, now I have to add all the ramps, the minerals and deco.
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On January 16 2010 21:19 frontliner2 wrote:Dear TL Members, THEME IS ZERG INVASION! the map can be downloaded here ; link to map <-- a higher resolution image is also there (click on the image). "Dare you walk the void of space? Be careful not to fall off the edges of this mining platform when fleeing an overwhelming terror. Foul aliens ravaged the settlements of the space colonists and slain countless settlers unable to defend themselves. Secure your base, the invaders may strike from any direction you leave open to attack. We mustn't fail this time!" Credits for help with updating balance issues;nov1 15:23 GMT+1: idg-haze (and others) - thanks for pointing out siege tank being able to shoot mains mineral lines. I fixed that nov1 15:54 GMT+1: NiteKat - thanks for pointing out the nat and min only siege tank problem nov1 15:55 GMT+1: wo0py - thank you for addressing the too little nat space issue nov1 18:39 GMT+1: YPang - thank you for addressing the difficulty for zerg to secure and defend their 3rd gas; I've made it high terrain now with a somewhat wide ramp nov1 18:44 GMT+1: Noobs of Wrath & Plexa - thanks for the inspiration for High Yield gas addition. nov1 18:44 GMT+1: Nitekat - thanks for pointing out that the creep colony negates protoss FE. fixed Husky, please inform me on whether you like the map. Thanks a lot dude you rawk love from amsterdam Netherlandss mail: thomas_mobster@hotmail.com
No maps you've already made. You need a new one.
http://www.panschk.de/mappage/comments.php?mapid=3902 2009, 11, 01 18:32
Kthnxbai.
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Please add a link to download a special map editor who can add neutral buildings.
Would create more participants
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Well, people who have no experience mapping with scmdraft 2 probably don't have a chance anyway.
Nonetheless, Here
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On January 16 2010 21:19 frontliner2 wrote:
Husky, please inform me on whether you like the map. Thanks a lot dude you rawk
It is a great map, but it needs to be something made specifically for this contest as to give everyone an even playing field.
On January 16 2010 20:51 Piste wrote: zerg invasion? map where Z>all?
No , just a map with a Zerg theme (creep, neutral buildings, anything that feels 'zergy')
On January 16 2010 17:45 lMPERVlOUS wrote: Okay, can I submit a map, but make updates before the deadline?
Yes! You can update it as many times as you want before the deadline.
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thats a big ass image lol
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@IMPERVIOUS
NICE! I like the progress, and good to see someone using the Zerg Invasion theme liberally :D
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I fixed a couple of things which were bugging me, and I finally got the Nydus canal sprite to work properly, so I'm using it instead. Just a minor update. I still need to check the pathfinding, as well as mining rates, and then final decorations, but it's mainly done at this point. I might move the one nat geyser to make it more positionally balanced.
The idea was to have to make a decision on which base would be the first expansion. The mineral only is easier to defend, and holds the high ground over the other gas expansion. The other expansion option is more vulnerable, but has a gas.
It should make some interesting early-micro situations, yet evolve into a macro map. Which was the idea. Expansions won't be delayed too badly, but a hatchery/nexus/cc first won't really be possible.
The centre expansion is just for show. There's nothing useful there. It's pretty much depleted (the gas already is).
Oh, I made the map picture smaller, just in case that was a problem.
And thanks!
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Looking great, I like the slight anti rush design of this one
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I have a question about editing the maps, well how do you make a big entrance to the high ground, for instance - destination entrance on the high ground (where the minerals are) at 7'oclock and 2'oclock ? I have tried using the scmdraft, but it dosen't work properly
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The deco looks really well done, though balance could be an issue. Looks interesting for sure.
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@ Frontliner - That map is gonna favour Terran a ton with turtling.
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rule #1 the map must follow one of these themes... can you change it to "AT LEAST one.." or is it actually specific and has to be "ONLY one.." in either case, fix plz.
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On January 18 2010 06:00 CharlieMurphy wrote:can you change it to "AT LEAST one.." or is it actually specific and has to be "ONLY one.." in either case, fix plz.
Actually, that popped into my head as well when I read the rules. I stuck to 1 on my submission though, just to be safe. It would be nice to know though.
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On January 17 2010 04:01 lMPERVlOUS wrote:Okay, here's mine. Pic only, because I don't have it uploaded anywhere yet. At the moment, it still needs a lot of work. The theme is "Zerg Invasion", Order 227 1.0 + Show Spoiler +Order 227 1.1 + Show Spoiler +
Not to totally bash on you, but the format of this map makes it impossible for Zerg to 12 hatch effectively, yet at the same time, they can't easily be aggressive with pool first builds.
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I'll make some fuss about the contest on bwm to try and garner some more activity.
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On January 18 2010 06:23 Nightmarjoo wrote: I'll make some fuss about the contest on bwm to try and garner some more activity. NOOOOO! Don't ruin my chances T_T.
Edit: Seriously though, that would be nice.
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On January 18 2010 06:12 Kyadytim wrote:Show nested quote +On January 17 2010 04:01 lMPERVlOUS wrote:Okay, here's mine. Pic only, because I don't have it uploaded anywhere yet. At the moment, it still needs a lot of work. The theme is "Zerg Invasion", Order 227 1.0 + Show Spoiler +Order 227 1.1 + Show Spoiler + Not to totally bash on you, but the format of this map makes it impossible for Zerg to 12 hatch effectively, yet at the same time, they can't easily be aggressive with pool first builds.
True, however, it also means that the other races have time to prepare a defense at the backdoor entrance (there will be one, dependent on their choice of primary expansion). I haven't seen anything like this before, so I wanted to try it, and see how it plays out. And this gave me the excuse to actually get out and make the map.
It is still not done, and if anyone with sick deco skills wants to do their thing on it, just pm me to let me know. That is one thing I suck at.....
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I'd love it if someone could give me a hand with this one problem I have been having.
Now I understand and can place neutral structures easily, however zerg building sprites do not seem to appear with creep, yet other users have managed to upload maps that include buildings such as creep colonies with surrounding creep. If somebody could reply or PM me or whatever, instructing me on how to place neutral zerg structures with creep, it would be appreciated.
Thanks, Shawn
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I will change it. You can follow more than one of the themes, but it needs to be AT LEAST one of them.
Updating OP now.
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On January 18 2010 07:34 the-Undermind wrote: I'd love it if someone could give me a hand with this one problem I have been having.
Now I understand and can place neutral structures easily, however zerg building sprites do not seem to appear with creep, yet other users have managed to upload maps that include buildings such as creep colonies with surrounding creep. If somebody could reply or PM me or whatever, instructing me on how to place neutral zerg structures with creep, it would be appreciated.
Okay, go to "sprites", then "unit sprites", then choose your sprite, set the user to "player 12 (neutral)", and then place sprites to your hearts content. Be careful with some of the sprites though - dark swarm, if not placed right, can cause the map to crash BW, for instance.
EDIT - if you're wondering about just how the photo shows the creep - then place both the sprite and the neutral building on the same spot. It will show the creep (thanks to the neutral building), and the sprite will appear in the game.
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what do you mean by found temple? er i should have edited my first post T_T
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Husky,
Map name: Abahus Kymon
Zerg Invasion Theme.
I've done my best to break the map open so it would be less tight. In my opinion Zerg and Protoss now have enough room to break out either west or eastward. there are enough alternate paths exist imho. The use of neutral buildings are the embodiment of the zerg invasion theme. The mineral only 'Island' near the big bridge is accessible only for workers unless you kill the neutral Ultralisk Cavern.
I would love some praise or critique.
Here is my official entry;
more info here; http://www.panschk.de/mappage/comments.php?mapid=3989
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can we use a map we already made but make changes to it?
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@kenpachi, no, the map must be built from scratch specifically for this contest following the theme rules.
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On January 18 2010 07:43 lMPERVlOUS wrote:Show nested quote +On January 18 2010 07:34 the-Undermind wrote: I'd love it if someone could give me a hand with this one problem I have been having.
Now I understand and can place neutral structures easily, however zerg building sprites do not seem to appear with creep, yet other users have managed to upload maps that include buildings such as creep colonies with surrounding creep. If somebody could reply or PM me or whatever, instructing me on how to place neutral zerg structures with creep, it would be appreciated.
Okay, go to "sprites", then "unit sprites", then choose your sprite, set the user to "player 12 (neutral)", and then place sprites to your hearts content. Be careful with some of the sprites though - dark swarm, if not placed right, can cause the map to crash BW, for instance. EDIT - if you're wondering about just how the photo shows the creep - then place both the sprite and the neutral building on the same spot. It will show the creep (thanks to the neutral building), and the sprite will appear in the game.
When I was testing my map, I just had sprites placed, and no creep appeared. Are you saying that if i place both a sprite and neutral unit, the creep will show?
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All you need is a unit sprite. Creep won't appear in the map editor but it'll show up in game.
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On January 18 2010 09:00 neobowman wrote: All you need is a unit sprite. Creep won't appear in the map editor but it'll show up in game.
When I was testing the map (it did include unit sprites) the creep did not appear.
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Do you have the player 12 start location in the map?
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well ill try making a map idk if ill be any good at it but it sounds like it will be alot of fun and it probably be way simple in design cuz im pretty new at that and stuff but ill try my best ive always wanted to make a decimated earth
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On January 18 2010 09:46 neobowman wrote: Do you have the player 12 start location in the map?
now i feel like an idiot
thanks
__ Shawn
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A little shameless yeah, but for those interested is my Guide to Mapping: http://www.teamliquid.net/forum/viewmessage.php?topic_id=95409
I don't have anything in there about making thematic maps, but if you guys were interested I could give some suggestions. The guide itself is focused on making maps for melee purposes, it's a little long, but perhaps could give you guys some ideas/help. I'm not really sure if it's helpful or not. People tell me it is, but then they don't actually incorporate the things I say in my guide into their maps, so either they are poor readers, or I did a very bad job of making the important ideas evident. I don't seem to actually reach anyone with my guide haha, it's just really long so they're like "good job!" ~~
You don't need a player 12 start location on map to make neutrals work. Just place "unit sprites" belonging to player 12. You can add the unit (not sprite) for a creep colony first and put the sprite over it so that 1. you know it's aligned properly with the tiles so as to avoid odd pathing behavior and 2. you can see the creep in the editor.
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On January 18 2010 07:55 Kenpachi wrote: what do you mean by found temple? er i should have edited my first post T_T
A map with lots, and lots, and lots of temples.
Or something.... just heavily temple themed to make fun of how much I hate python/lost temple
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On January 18 2010 11:15 Nightmarjoo wrote:A little shameless yeah, but for those interested is my Guide to Mapping: http://www.teamliquid.net/forum/viewmessage.php?topic_id=95409I don't have anything in there about making thematic maps, but if you guys were interested I could give some suggestions. The guide itself is focused on making maps for melee purposes, it's a little long, but perhaps could give you guys some ideas/help. I'm not really sure if it's helpful or not. People tell me it is, but then they don't actually incorporate the things I say in my guide into their maps, so either they are poor readers, or I did a very bad job of making the important ideas evident. I don't seem to actually reach anyone with my guide haha, it's just really long so they're like "good job!" ~~ You don't need a player 12 start location on map to make neutrals work. Just place "unit sprites" belonging to player 12. You can add the unit (not sprite) for a creep colony first and put the sprite over it so that 1. you know it's aligned properly with the tiles so as to avoid odd pathing behavior and 2. you can see the creep in the editor. I used your guide... I spose you don't think I followed it though .
I will read it in full now though.
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If there is anyone here comfortable with making a 3-player map and balancing the terrain please contact me. I desperately need some help. In case you're curious I'm attempting a 3-player version of Colosseum.. aka Colosseum III. (if it's not original enough to fit the contest no worries, but it seems to be turning out to be a cool map... )
So please hit me up on AIM @ "dyrenh"
preview edit: thanks for the support Husky!!
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dyren sent me the map already and its looking great. Could just use a few tweaks to get it well on its way to submission.
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On January 18 2010 12:31 dyren wrote:If there is anyone here comfortable with making a 3-player map and balancing the terrain please contact me. I desperately need some help. In case you're curious I'm attempting a 3-player version of Colosseum.. aka Colosseum III. (if it's not original enough to fit the contest no worries, but it seems to be turning out to be a cool map... ) So please hit me up on AIM @ "dyrenh" previewedit: thanks for the support Husky!! damn thats pretty cool. it sort of bothers me to see the top left and bottom left are just... tar
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If I moved the 2 o clock and 5 o clock bases to the left I could utilize more of that empty space in a fashion similar to Outsider. Again it's not done so perhaps a more aesthetically pleasing option will arise but I felt in order to balance the 3 player map those spaces would have to be deadzones - air only.
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Too much tar imo. Outsider does a pretty good job of using space, you should maybe look at how it works, what's faithful to and what it isn't. When making a (3)map you just know you have to make some compromises, so it's up to you to figure out which compromises best suit the map and/or you're most willing to make.
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Yeah 3 player maps are tricky. I would take a look at the new ones and see what they do, they tend to cut corners a little bit but overall it isnt a lot of dead space.
btw i really like this map so far, most people dont want to take the extra effort to make a good 3 player map work.
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http://www.panschk.de/mappage/(2)Rhine(n).scx http://www.panschk.de/mappage/(2)Rhine(o).scx
The map is based on the theme "Decimated Earth". I addressed the theme visually and through some slight gameplay modifications. Most of the visual touches to the theme are in my use of doodads. On the edges of cliffs are small facilities, power plant looking things, radars, buildings that could house troops, civillians, or administraters. Often these are nearby to or mixed in with rocks and trees. Both that this was a natural world not entirely settled or cultivated, and that the flora grew into and around the abandoned structures. The map is mostly natural looking, with the outpost areas at 3/9 being the major exceptions. These areas are annexed sections of land plentiful with resources, walled off to keep out enemies and/or indigenous fauna. The bridges of course are also man-made, to make the area more accessible, making it easier and quicker to maneuver through. Were these bridges and roads used for innocent travel? Military conquest? Supply lines to support a growing and distant military? The relative multitued of critters, particularly in the walled-off annex further suggest that it has been some time since the humans abandoned this location; nature is replacing the old settlements with the fauna and flora that occupied it prior to human settlement and conquest.
The modifications to gameplay include the addition of 250-value mineral blocks at all bases; two in the mains and one at each expansion (including the nats). These excess minerals however have their values taken away from other blocks at the expansion. Thus, while the main has 11 mineral blocks, it has the same actual total mineral count as a main with 9 normal blocks (the standard), and this is true for all bases. The implication on gameplay is that if you have the worker count to exploit it, you will get more minerals quicker, getting boosts in minerals you wouldn't normally get, but that your expansions will run out slightly sooner. In particular, the addition of two such blocks in the main potentially support/encourage the use of 1base oriented builds (as opposed to fast expansion builds). The gas is not touched at all. Thematically, this could be the result of previous settlements mining away those mineral blocks, or perhaps mining attempts resulted in the breaking away of sections of minerals off of the larger blocks. Or perhaps, it has been so long since humans disturbed the area that new mineral formations have had the time to form.
Null tiles prevent (or should, atleast, haven't tested it) pathing issues with the khyadrin crystals.
The neutral block at 3/9 consists of 3 stacked power generators.
The broken cliffs (as well as the outpost cliff) serve as ovy spots. For zerg, this multitued of safe locations to place overlords is convenient and helps make the map comfortable, and it also somewhat alleviates the difficulties even-paths place on scouting (with zerglings).
Every expansion is cliffable in some manner, the nat and corner expansion from the ice, and the central expansions by the outpost. Most notably, the ice that cliffs the nat is reachable by land. This ice however also makes incoming drops (or mutalisks) to the nat easier to spot and defend against.
No single expansion obviously defends another. This has two effects, especially in conjunction to the high harass potential created by the cliffs players will probably have to devote more time and/or resources to defense (for new bases), and players are also fairly free to choose between which expansion they wish to take at which time. There is no obvious choice in expansion (after the natural, naturally) order. This helps keep the expo layout fairly fluid and prevents games from being identical to eachother, increasing the variety in games on the map, and thus increasing entropy making the universe happy.
The ice paths could easily be used for both harass and army movement, particularly if you decided to expo along that path.
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I have one comment, which I was going to post on BWM.net. This is coming from a Zerg perspective.....
There is a lot of geysers for a 2 player map. There are also a lot of fairly tight corridors (not really tight, but tight enough). Lurker/Defiler usage in the end game will absolutely destroy a bio Terran (similar to how it already does on Destination).
I think you need to find a way to make one of the expansions relatively easy to defend (ideally, the 3rd expansion location), yet not have a geyser in it. That should help counter it. As a Zerg player, I think the map is a little too friendly for me when I face T.
In ZvP, this will also help reduce the number of corsairs/templar the opponent has, which will make it easier. Tight spaces make it difficult to flank, and it makes it difficult to storm dodge, among other things. Although I like to have a lot of gas in this MU, if my opponent gets 4 relatively easy gas, it causes me more problems than it helps.
It looks like it will play out like Destination, yet it looks a little tougher to defend your nat, but easier to advance through the middle. I like it.
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(2) Beyond Death(n) Decimated Earth theme
This map's play will change significantly when the buildings are destroyed (double stacked for a total of 4000 Hp at each building). The nateral choke takes one rax and one depot to wall with your units spawning inside.
Download Melee Observer
the full details are at http://www.panschk.de/mappage/comments.php?mapid=3990
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On January 18 2010 16:28 lMPERVlOUS wrote: I have one comment, which I was going to post on BWM.net. This is coming from a Zerg perspective.....
There is a lot of geysers for a 2 player map. There are also a lot of fairly tight corridors (not really tight, but tight enough). Lurker/Defiler usage in the end game will absolutely destroy a bio Terran (similar to how it already does on Destination).
I think you need to find a way to make one of the expansions relatively easy to defend (ideally, the 3rd expansion location), yet not have a geyser in it. That should help counter it. As a Zerg player, I think the map is a little too friendly for me when I face T.
In ZvP, this will also help reduce the number of corsairs/templar the opponent has, which will make it easier. Tight spaces make it difficult to flank, and it makes it difficult to storm dodge, among other things. Although I like to have a lot of gas in this MU, if my opponent gets 4 relatively easy gas, it causes me more problems than it helps.
It looks like it will play out like Destination, yet it looks a little tougher to defend your nat, but easier to advance through the middle. I like it. Thanks for your comments. However, I disagree. The map has the same gas count as peaks of baekdu but isn't as tight, and if I recall correctly that map was relatively balanced. Obviously there're a lot of differences between two maps and to say that mine is balanced from having a few similiarities to a balanced map is a bit of a stretch.
If the map supports mech (I believe terran can ling-tight wall with depot/rax in their mains), that's fine with me. However I think bio should be viable through the game even as it is. It is on desti, and you've correctly described the similarities and differences with desti. The cliffs can be used for tank drops and defense for terran (as well as for lurker drops for z). I think t has plenty of options even while going bio. I really don't like mineral only expansions, especially not just for the sake of having one. The min only in bluestorm is a good one (though if the nat choke was not tight and pathing-altering, it would require gas), desti and andro's min only is good, matchpoint's is bad imo, the min only in blitzx is good. Not only do I not believe the map needs a safe min only, I don't see any way I could change the map to include one without butchering it. I mean if I thought I needed one, I could potentially put one outside the nat and reduce the river a bit, but like I said I don't feel it's necessary or even helpful.
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edit: ignore the neutral CC's placed in the screenshot (d'oh) they aren't there in the map if you download it
Here's a tiny but meaningful update... though there is real balancing to do still. I (thank god) haven't started any doodads. I will take care of that once the terrain is complete/situated/proper. Added Outsider style expos around 7 and 11 that can be taken from either side.. they also have 2 low mineral patches which can be mined out (250 and 100) and then a single mineral (value:20) on each side of the line allowing probe/drone/scv scouting.
I literally JUST realized that the third is a little more closed off now than I would like.. will have to work on a solution to that. Maybe instead of 250 and 100 value minerals I can lower those to be mined out in a reasonable amount of time with 2 or 3 workers to allow a narrow but usable back entrance to the third. Suggestions welcome.
I added some decorative terrain like mud, rocks, and sand. Filled out the missing expos (except 3 o clock.. which requires a lot of shifting of the two right side bases to accommodate the double-sided expo that belongs there. Tweaked minerals and especially vespene geyser placement. Also added up-ramps.. and scrambled together a "side" ramp for the middle area (really needs improvement.. quite blocky.. but functional.)
Please continue to post suggestions as outside input is essential for improving this map. What should I do with the tar areas? Low-incentive island expos? Ramped expo?
Looking at Moon Glaive I note the presence of dead zones top left, top right, and to a lesser extent bottom left and bottom right. This is interesting as the locations of the mains are top-middle, bottom-left, and bottom-right. I notice that the two lower expansions are moved up away from the bottom of the map by a small amount helping to distribute this "dead" space between the aforementioned areas.
Outsider deals with the issue differently although it has a similar feel. The left side main is up against the left edge of the map while the two remaining mains are not smushed into the other corners but rather positioned away from the right side of the map a bit. All this plus well shaped and balanced but different mains contributes to the success of the perimeter expansions idea in Outsider. I notice the "dead" space is located in between the center area of the map and the outer ring @ 3 o clock, 8 o clock, and 10 o clock.
In my map I wanted to do something more like Moon Glaive with larger dead zones adjacent to the main which is in the "center" of one of the map edges (as opposed to a main "in the corner.") Clearly I need to work on positioning of the two mains which occupy "corner" positions.
Download the Alpha v1.1
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konadora
Singapore66060 Posts
I have a sudden urge to create an awesome map after going through this thread.
Will be back with a map in a week or so hehe.
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An awesome amount of maps so far guys, with 3 being posted/updated in the last couple hours.
I'll be answering questions and replying to each of the maps sometime later in the week (3:30 am and havent slept in two days...)
Huge thanks to everyone who's participating though!
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+ Show Spoiler [1.0] +
Edited map -> 1.1: Removed neutral crystals as permament wall and replaced with tiles that look slightly less out of place. Removed neutral block at 3/9 and tripled size of entrance (to 6 tiles tall) to make moving armies through the ice path more viable (and thus to encourage such movement). Edited the chokes for 3/9 and the expansions by the mains to make walling off easier (possible). Moved main formations 2 tiles away from map edge behind it to make building supply depots easier. Redistributed missing mineral values more evenly among the main minerals.
Have some replays (of the older version and/or on intermediate versions) uploaded in the thread on bwm, a few zvts atm. http://www.panschk.de/mappage/comments.php?mapid=3991
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Name: Huskyland Scenario: Twilight Map size: 128x128 Players: 4 Description: Standard map with 8 temples on the map (each one stacked 10 times). Behind the second temple on the right side of the ramp is unbuildable ground. 9 Minerals in main, 7 at natural, 5 at mineral only and 6 minerals at the 3rd gas. Each position can be walled off with 1rax1fac or in TvP by 1rax1supply (just like byzantium3) Overlord spots by the side of the bridges on the high ground. Map made by MorroW gl gg everyone )
ill try get some of my friends to play a couple of games at it, btw i hope u can get higher prices on this thing~~
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Nice update nightmarjoo, I think it's an improvement. Good job!! Nice maps everyone.. I'm really impressed at the quality and turn around time on some of these.
I've got a small update, I don't want to spam this thread with WIPs and I hope it's cool that I continue to post a few pics which I will hide in a spoiler tag for tidiness.
I spent several (rather unproductive nighttime) hours in Photoshop working on the balance of my map. It was a tough process but I've now got a clear plan going forward. I just know it's going to be another 10 hours in SCMDraft... and I've got work I should be doing.
Cheers + Show Spoiler +
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I really like your map dyren.
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okay this might just be the most noob question of all time: could someone, pretty please, pm on how to add observers to the map?
thanks
Now back on-topic: damn... feel my winning chances sliping away with each new map/update that comes. oh well good luck to all
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dyren you need more map edge building space in your mains. You just don't have that much space for tech and depots as is. Too much tar still. I think you need to stop trying to perfect the map's symmetry through making a circle, it's not helping or even working imo. And the min onlys are really awkward. I think you should focus on either being significantly more or less faithful to colosseum's concept/design. I don't think the biggest deviations in space management from the source map are helping your map. Really LOOK at the differences in space for various aspects of the map compared to that same relative location elsewhere. Look at HOW MUCH tar you've needlessly got, both on the map edge and in the center. The source map had some tar by the nats yes, but otherwise it used all the space in the map. And even doing so, the mains felt somewhat cramped. The middle, nat, and 3rd base were all very comfortable though. Your nats aren't bad, but could be better, but everything feels sloppy and awkward to me. Your ramps are ugly too, btw. Try this: http://www.panschk.de/mappage/(0)Desert Ramp(n).scx. And watch red's main gas placement, I would move it to the right 1 tile.
Oh vlanitak, http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=5 is a bit outdated, but still a correct way to make an obs map. Mostly, setup the forces to be identical to a map that you can open that has obs triggers (if you download my obs map, my triggers are good, but don't copy the triggers that create text ~~) and either export/import the triggers into your map through staredit, or copy/paste them into the trigger editor in scmdraft (and click the checkmark thing at the top before closing the window).
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UPDATE - Abahus Kydan 0.92
- I've made the mineral 'passage' stack 5x0 - Further widened map to prevent Terran Turtling - added 2 backdoor building stacks of x5 (overmind coccoon and nydus canal). The nydus canal (x5) allows for small units to move through, the overmind coccoon (x5) is harder to kill but allows for large units to pass and more at a time. - The ultralisk cavern (x5) blocking the mineral only near the bridge needs to be killed before combat units may occupy it. Workers may move there through the double mineral stack (5x 0 mineral).
more info ->> http://www.panschk.de/mappage/comments.php?mapid=3989
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On January 18 2010 17:01 Nightmarjoo wrote:Show nested quote +On January 18 2010 16:28 lMPERVlOUS wrote: I have one comment, which I was going to post on BWM.net. This is coming from a Zerg perspective.....
There is a lot of geysers for a 2 player map. There are also a lot of fairly tight corridors (not really tight, but tight enough). Lurker/Defiler usage in the end game will absolutely destroy a bio Terran (similar to how it already does on Destination).
I think you need to find a way to make one of the expansions relatively easy to defend (ideally, the 3rd expansion location), yet not have a geyser in it. That should help counter it. As a Zerg player, I think the map is a little too friendly for me when I face T.
In ZvP, this will also help reduce the number of corsairs/templar the opponent has, which will make it easier. Tight spaces make it difficult to flank, and it makes it difficult to storm dodge, among other things. Although I like to have a lot of gas in this MU, if my opponent gets 4 relatively easy gas, it causes me more problems than it helps.
It looks like it will play out like Destination, yet it looks a little tougher to defend your nat, but easier to advance through the middle. I like it. Thanks for your comments. However, I disagree. The map has the same gas count as peaks of baekdu but isn't as tight, and if I recall correctly that map was relatively balanced. Obviously there're a lot of differences between two maps and to say that mine is balanced from having a few similiarities to a balanced map is a bit of a stretch. If the map supports mech (I believe terran can ling-tight wall with depot/rax in their mains), that's fine with me. However I think bio should be viable through the game even as it is. It is on desti, and you've correctly described the similarities and differences with desti. The cliffs can be used for tank drops and defense for terran (as well as for lurker drops for z). I think t has plenty of options even while going bio. I really don't like mineral only expansions, especially not just for the sake of having one. The min only in bluestorm is a good one (though if the nat choke was not tight and pathing-altering, it would require gas), desti and andro's min only is good, matchpoint's is bad imo, the min only in blitzx is good. Not only do I not believe the map needs a safe min only, I don't see any way I could change the map to include one without butchering it. I mean if I thought I needed one, I could potentially put one outside the nat and reduce the river a bit, but like I said I don't feel it's necessary or even helpful.
While I agree with what you are saying with the comparison to Peaks of Beakdu, there is one key difference - the main path to the opponent is far more linear (in fact, there are 2 linear paths). This is more similar to Destination than Peaks, for that reason, even though there are many other similarities between your map and both.
The ideal 3rd gas on Destination is easy to obtain (relatively). The fourth is more difficult, however, depending on your choice of third gas, a mineral-only expansion is already defended. This transitions well into late-game on Destination, regardless of the matchup. I am not sure how well the transition will work on your map..... If the main corridors between bases were longer, or more twisted, then having the extra gas would probably be a necessity. But I'm not sure if that is the case here.
Bio is viable on Peaks because of the tight linear corridors between mains, which can be abused by smaller units. Mech is viable because there is little that can stop a push, without being able to surround it well. Both Bio and Mech are viable on Destination, which is what makes it such a great map.
I'll be happy to play-test it, to tell for sure though. I don't think that adding a mineral-only expansion would be a good idea, yet I do agree that removing the gas may not be the solution either.....
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Thanks again for your comments, but I'm not quite sure what I should have gotten out of that post ~~
frontliner, your (2)128x128 map makes me sad
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Nightmarjoo, explain why it makes you sad? I've worked really hard on it
I want friends, not sad ppl
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Last update for this session... alpha 1.4... + Show Spoiler +The jpeg is actually slightly updated from the series in the .gif.
Nightmarjoo thanks for your comments I'll take them into account in a next revision. Perhaps you're taking the name Colosseum III too literally though I understand why you're making such a heavy comparison. I definitely wanted to add a little to the idea and I didn't feel like straight up ripping off a classic map made by some professional map-maker. I think this map has its merits and I'm excited to see some games played on it.
If anyone sees any glaring mistakes (tank spots, pathing glitchiness, etc)
I didnt want to smother the map in doodads either.. should I add more?
p.s. The center ramps were hastily thrown together as were the wide up and side ramps. I've got the desert ramp template now so I may go back and update them. However mine are original.. and who cares about blockiness when theres so much more going on in this (any) map. I'd understand if it was blockiness of colossal proportions but give me a break. Maybe after I catch some zzz's.
edit: frontliner I think he means the fact that it's a 2 player map that's a square (most 2 player maps are not if I'm not mistaken (desti, hbr, bluestorm, etc.)
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lol I strongly believe that (2)128x128 maps are inherently bad to some degree. I wrote a lot about it in my guide. It just inherently involves either a lot of wasted space, or too-long distances seperating things. I think your map reflects that. The distances between expansions are pretty long, too long imo, and a pretty obvious example of wasted space is the watered corners. I think if you compacted the map into 96x128 you'd end up with a better, more succinct concept. If that feels too tight (I doubt this'll be the case unless you're trying to cut corners with space management, which would be a bad idea imo), you could do 112x128, but I don't think that'd be necessary. Just compare the expo layout to other (2)maps. Think about how zerg can drag a protoss all over a small map, attacking his expos as he attacks or defends another base. This is an even larger factor on such a spacious map as this, and it's not good for gameplay or balance.
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On January 19 2010 03:36 Nightmarjoo wrote:Thanks again for your comments, but I'm not quite sure what I should have gotten out of that post ~~ frontliner, your (2)128x128 map makes me sad
Your map, Destination, and Peaks have a very linear path between mains. They share the same number of gas expansions. Both have opportunities to harass. Both have expansions that are relatively easy to obtain, and relatively difficult. They are similar.
The main differences between Destination and Peaks (both are very balanced maps) is that the main path(s) used for troop movements between the bases is linear for Destination, and very twisty for Peaks. Another difference is the 1 mineral-only expansion that Destination has. Peaks also has a number of elevation changes between the mains.
Your map shares the linearity of Destination. But it does not have the mineral only expansion. It also lacks the elevation changes of Peaks. That's why I would compare it to Destination instead of Peaks. And Destination would play out very differently without that mineral-only expansion.....
I'm not sure if it will cause balancing issues, but my gut feeling is that it will.
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Sounds like a nightmarjoo comment, so it must have merit. I need to test it more before I have any ideas about if it's good, needs edits, etc. I'll keep it in mind.
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haters united ;p tbh honest ur map is tighter than mine and turtling will be more ez. the 'wasted space' in the corner is meant decorative.
Should I add island expansions there?
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hey guys, why do my stacked temples are not destructible in game? units just can go through them, how you make them with hp or something...
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unit-sprites (as opposed to sprites or units) belonging to player 12
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yeah, they are... i have read your guide, but i don't get the idea in difference between the unit-sprites and sprites or units (btw my temples are unit-sprites )
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i use unit-sprites on p12 and that worked great for me without any trouble :p, btw updated my map once again
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Normal Sprites are just the physical look of the unit, meaning you can walk through them, and never actually destroy them. They can cause pathing issues. It's more like a "ghost" - visible, but nothing is actually there. Things like death animations use these types of Sprites.
Unit Sprites are a section of Sprites, however, they do more than a normal sprite. They make it so the unit is not just visible, but actually there. It blocks movement, and can be destroyed (if it is not an invincible unit).
Both have uses, but Unit Sprites are more useful in map making.
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On January 19 2010 04:23 Kaappp wrote:yeah, they are... i have read your guide, but i don't get the idea in difference between the unit-sprites and sprites or units (btw my temples are unit-sprites ) Click on sprites, and in the dropdown menus there should be something called "unit-sprites" that you can click on which'll appear identical to the menus "sprites" brought down.
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heh, thanks guys for help! , appreciated : )
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so the buidling power generator can be 'Decimated Earth'?
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Holy crap guys, you are keeping this thread amazing. I'm going to read through every post and response where appropriate when i get home, but I am really impressed with the effort you guys are putting into this, it is awesome!
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On January 18 2010 21:51 MorroW wrote:Show nested quote +Name: Huskyland Scenario: Twilight Map size: 128x128 Players: 4 Description: Standard map with 8 temples on the map (each one stacked 10 times). Behind the second temple on the right side of the ramp is unbuildable ground. 9 Minerals in main, 7 at natural, 5 at mineral only and 6 minerals at the 3rd gas. Each position can be walled off with 1rax1fac or in TvP by 1rax1supply (just like byzantium3) Overlord spots by the side of the bridges on the high ground. Map made by MorroW gl gg everyone ) ill try get some of my friends to play a couple of games at it, btw i hope u can get higher prices on this thing~~ Aren't you only allowed maps that you made after the contest announcement?
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I have a question, can you enter + than one map in the competition ?
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i just want to make sure can u use more than one theme in the map or does it have to be one theme only
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Reread the first post ranzo, Husky edited it to include an answer to the very same question you asked. The answer is you must use One OR More themes in your map(s.) But AT LEAST one...
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Actually, it looks like most the questions have been answered already.
If anyone has a specific question that I missed feel free to post it here or send me a tell. I just got back from a 4 day LAN party and am getting caught up on everything.
These maps are blowing me away so far, I think the tournament map pool is going to be able to have different sets of maps for the brackets. Sweet
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Map - 3.6.9 Theme - decimated Earth Details - 128x128 space tileset
Download - Melee
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Man with all these new ones I really gotta finish my map xD and morrows has a pandabearguy in the center ^^
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Map Name: Willpower Theme: Founded Temples
Media fire fails with pictures. Bigger Picture
Ill edit this tomorrrow with info. im too sleepy to type it all down.
Download links: Melee Obs
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Wow, mine's taking longer than I thought X_X. Least there's plenty of time to do it.
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On January 19 2010 06:32 neobowman wrote:Show nested quote +On January 18 2010 21:51 MorroW wrote:Name: Huskyland Scenario: Twilight Map size: 128x128 Players: 4 Description: Standard map with 8 temples on the map (each one stacked 10 times). Behind the second temple on the right side of the ramp is unbuildable ground. 9 Minerals in main, 7 at natural, 5 at mineral only and 6 minerals at the 3rd gas. Each position can be walled off with 1rax1fac or in TvP by 1rax1supply (just like byzantium3) Overlord spots by the side of the bridges on the high ground. Map made by MorroW gl gg everyone ) ill try get some of my friends to play a couple of games at it, btw i hope u can get higher prices on this thing~~ Aren't you only allowed maps that you made after the contest announcement? i have no idea besides i made this map about 1 week before this event and it i never tested it never gave it a name or deco or anything, just a simple scratch, it wasnt even possible to play the map in obs ver or in real melee ver. now when i saw this competition i updated and fixed everything including many new features. and even if i didnt do it last week i could just throw it together atm and create it, so i dont see ur point
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3) The map must be 100% your creation from scratch specifically for this contest. While I cant verify every single map, if it is found to be somewhere else previous to the time of this post you will be disqualified.
so... I think that would be up to Husky to decide then
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Map Name: Sandstorm Basin I know there is no basin, but when I originally came up with the name I considered for about 2 seconds of having dark swarms randomly appearing in a sunken middle.
Map Specs: 2 players, 4 obs, decimated earth, ums, 128x96, desert
Features:
Xel'naga watch towers: Can't wait for sc2? Well now you have all the pleasure of xel'naga watch towers in starcraft 1, enjoy.
Map artifacts burn down after 15 minutes. Can be destroyed as well.
Main wall off aids can be repaired at the same rate and cost of a supply depot + Show Spoiler +
Changelog: + Show Spoiler +1.1 Changed temples to psi disrupters. Burn down after 15 minutes
Many small cosmetic changes/fixes
Xel'naga tower vision made more circular
Game starts explored, black out due to fog of war
Changed placement of a couple mineral patches
Added a map artifact to aid in walling off
Download
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I cant test atm but does this map use triggers (for sc2 style watch towers?) and stuff like that?
If so, AWESOME! Cant wait to try it if thats the case.
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On January 19 2010 18:36 HuskyTheHusky wrote: I cant test atm but does this map use triggers (for sc2 style watch towers?) and stuff like that?
If so, AWESOME! Cant wait to try it if thats the case.
Fuck. That was an idea I had for a second entry..... I'm currently at 1400 lines of code for the triggers..... Although, I'm making it a little fancier than just SC2 watch towers.....
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On January 20 2010 01:24 lMPERVlOUS wrote:Show nested quote +On January 19 2010 18:36 HuskyTheHusky wrote: I cant test atm but does this map use triggers (for sc2 style watch towers?) and stuff like that?
If so, AWESOME! Cant wait to try it if thats the case. Fuck. That was an idea I had for a second entry..... I'm currently at 1400 lines of code for the triggers..... Although, I'm making it a little fancier than just SC2 watch towers..... Well, gl with your map. I just don't want to deviate too far from the standard game. I do plan on adding 1-2 more trigger functions in, but nothing too interesting.
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Ok I have decided to enter this Teamliquid mapping competition, and here is my map (2)SpiderMonkey
Map Is obviously not done yet, but thats the preview. Map download: http://www.panschk.de/mappage/comments.php?mapid=3997
About the map: Its is actually the first map that I do withought using the standard 128 or 96.. sizes. The map Is 128* and 112* so there should be no problem playing it, and the mini map should be fine. The reason why I chose this size is because I think 128* 128* is ti big (sometimes) and I didn't choose 128* 96* because it is to small to fit this idea. As for the theme, I wasn't sure which one of the 3 to pick 1)Zerg Invasion 2)Decimated earth or 3)Found temples, so I decided to put a little bit of all of them in my map
Well map is pretty standard, straight up and speaks for itself, things you should know are that there are no stacked temples ( Plz tell me if you guys think there should be ) and that I added something rather unique (IMO) to my map 5 storms in a line. This is done for basically 2 reasons 1)So that players have to go around the storms in order to drop each others mains, 2)and secondly because they look sexy ;} I really rather hope that those storms will catch some units maybe some by accident, maybe some pimp play by a player luring the units over there for example some M&M tricking some Mutas. Finally the last thing I want to say before I end my first post Is that even tho map looks symmetrical, no symmetry tool was used, so its not as easy to make like ur average (2) map.
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those spawns is pretty near each others...;-d
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On January 20 2010 08:23 NiGoL wrote:those spawns is pretty near each others...;-d Two hatch muta into doom drop, gogogo
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Ik its close but let me give you some examples of pro maps that work and have a similar positioning (2)Paranoid Android and (4)Python (If players spam into certain positions.
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On January 20 2010 08:52 sTYleZerG-eX wrote: Ik its close but let me give you some examples of pro maps that work and have a similar positioning (2)Paranoid Android and (4)Python (If players spam into certain positions. Paranoid Android was hardly balanced. Another example of close position map fails is battle royal.
I wouldn't be surprised if someone did a study and found that the balance statistics of python are quite different if people spawned next to each other.
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I really like your map so far sTYleZerG-eX. The psi storms are great and dont think anyone has done something similar yet.
I do love all the maps so far though, from what I've seen we are going to have an amazingly large map pool. I already know a couple other people who are working on maps who havent even posted here yet.
Edit: I may slowly be adding all the submitted maps to the OP so people can see what is out there so far. Adding a preview picture of your map makes this 100x easier! :D
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wait im sure those storms will crash the players unless they have hacks on.
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On January 20 2010 09:38 Kenpachi wrote: wait im sure those storms will crash the players unless they have hacks on.
I dont think thats true. There are maps with dark swarms and disruption webs that even the korean leagues use/have used.
Though I havent seen storm before, so you may be right.
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On January 20 2010 09:48 HuskyTheHusky wrote:Show nested quote +On January 20 2010 09:38 Kenpachi wrote: wait im sure those storms will crash the players unless they have hacks on. I dont think thats true. There are maps with dark swarms and disruption webs that even the korean leagues use/have used. Though I havent seen storm before, so you may be right. I crashed.
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Just updated the OP with all the maps.
Please let me know if I missed yours by accident... all the editing was killing my eyes X_X
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I learned to map just to enter this contest. Keep in mind first map ever and I have no idea how to post a screenshot but here is the map.
[url blocked]
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I'm adding another map Map - Stonehill Theme - Found Temple Details - 2 player map 128x96 (hxw) twilight tileset
Download - Melee
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Somwhow I see them all very terran favorited :/ huskyland(lol) especialy
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i made a map and was coming on here to post it, but OH MY GOD. i saw some of the other peoples maps and OH SH*T MINE SUCKS!!
i guess ill just keep this map for personal use and just screw this contest.
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The storms don't work. Only dweb and swarm work. stylezerg-ex you should know better after being at bwm for so long =/
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On January 20 2010 11:22 Gnarpig wrote: I learned to map just to enter this contest. Keep in mind first map ever and I have no idea how to post a screenshot but here is the map.
[url blocked]
Can anyone provide a screenshot for this map? I am adding the new ones to OP right now.
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lol Marjoo is right crash I just checked and storms wont work, they will be gone on my next up date ( What a shame, they seemed like a good idea )
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Shit, Style's in here too? I might be screwed.
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Name: Blood Red Skies
Theme: Decimated earth (with a subtle zerg invasion)
Heres my entry, though not completely finished. Gotta work on final deco details, and some balance twitching aswel. After a lot of work, I wanted to show you the results, and ask you for feedback. Also, now i'm stuck with the editor, so i wanted too for requesting about sprites and how they work, if it is possible to modify their hitpoints.
On a final point, i wanted to note the added features on the map: -Creep in main, allowing zerg to tech hide from a 2 hatch bo, or just having a 4th spot to place the tech on a 3 hatch. -Expansion with neutral CC and Silo, for promove some of the more unused units on BW.
Feedback is all welcome, mostly about balance. It's my first melee map, so i'm a bit clueless.
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husky u going to answer my pm i sent u? im disced? .t many ppl here edited and posted old bwml maps
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Map - Ancient River Theme - Zerg Invasion, Found Temple, (maybe Decimated Earth) Map Description - Protoss world (temples) that was once invaded by the terrans but were defeated soon after, now the zergs turn to try as they have set up nydus canals and are ready to attack. Size - 96x128 Players - 2
Melee
Map Notes: Minerals only in base with 2 other expansions (with gas) very close and easy to defend. There's an expansion that can only be reach by drop. 4 bridges to get to the other side, which allows flanks and also strong tank and stasis (bundle up) play. The choke to your natural is pretty open. The middle expansions near the river are hard to keep but it is possible to put a hidden expansion at the top or bottom if your opponent doesn't scout a lot. The map is short distance, easy for rushes. There are broodlings near the nydus canals plus bengalaas' in some places. Most of the nydus canals are on high ground so it doesn't effect play much. You can drop tanks and lurkers on the raised ground and easily harass the drop and second expo. I can predict that if the game ever goes into late game, the map will be divided right down the river. One more thing (I don't know if this does anything) but it's easy to hide burrowed units in the trees near your second expo.
plz tell me how to improve/balance the map
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On January 20 2010 17:11 MorroW wrote: husky u going to answer my pm i sent u? im disced? .t many ppl here edited and posted old bwml maps You just need to post a new map. I'm not sure about other people's maps though.
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I replied to it now, sorry.
And man, still weeks away from the deadline and we're already atl ike 16 submissions. Am definitely going to need help in choosing the top 3 as this is way more submissions than I expected.
Keep it up everyone . I'll be updating the OP probably tomorrow, super tired right now.
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Map: "Attero Impact" Theme: Decimated Earth Description: Post Asteroid-Impact volcanic Earth. Lifeless, shattered heavily cratered crust. Size: 128 X 128 Players: 4 starts, designed for 1v1 play Features: + Show Spoiler +-Nearly level, Rampless surface -24 Mineral "backdoor" to natrual expansions -Slightly wider than "ramp" entrances to main, and natural area -Short rush distance for 128X128, caused by slightly indented starts and centered exits
Download: + Show Spoiler +Free RapidShareOnly 10 downloads so please go easy, and PM if link is down. Thanks.
BTW: My vote would be for Ancient River. ^.^ Easy on the theme, but thats a smooth looking map.
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updated my original post will update once more when I have the checked that the Observers are working properly.
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Abahus Kymon 0.93
update; i got some constructive critisism on 0.92 from JungleTerrain and decided to update again; - Added Islands to corners - changed layout of expoes next to bridge, added gas. Added mineral 'jump' for workers, 5x defiler mound stack hinders ground combat units from entering - Improved pathing. - Mountain expoes are now min only. - nearest min only (next to nats) are now defendable. -added more deco -changed layout of nats
more info here: http://www.panschk.de/mappage/comments.php?mapid=3989
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Thanks for making a new post when you update, it makes it a lot easier for me to update the OP instead of having to dig around through 9 pages of stuff.
I will update it as much as I can but dont worry if it isnt updated right away, it will get there .
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Hey, I'm the creator of the map Ancient River and I've ran into a problem. When I try to play on Ancient River, my starcraft shuts down (this doesn't happen on other maps). Idk if this happens to you guys on my map. I had it working before I added in the fancy doodads and zerg buildings. Is it my computer, the map, or my editor and how do I fix it. THX!
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On January 21 2010 09:24 wysley wrote: Hey, I'm the creator of the map Ancient River and I've ran into a problem. When I try to play on Ancient River, my starcraft shuts down (this doesn't happen on other maps). Idk if this happens to you guys on my map. I had it working before I added in the fancy doodads and zerg buildings. Is it my computer, the map, or my editor and how do I fix it. THX!
usually your map.
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On January 21 2010 09:27 Kenpachi wrote:Show nested quote +On January 21 2010 09:24 wysley wrote: Hey, I'm the creator of the map Ancient River and I've ran into a problem. When I try to play on Ancient River, my starcraft shuts down (this doesn't happen on other maps). Idk if this happens to you guys on my map. I had it working before I added in the fancy doodads and zerg buildings. Is it my computer, the map, or my editor and how do I fix it. THX! usually your map.
how do I fix it?
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pfft I don't agree.. a lot of those maps don't support theme, you can't just add a temple on the map and call it Lost/Found Temple. Colosseum III imba, 3rd expo too easy to secure
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If I were to vote, I'd go with Huskyland and maybe Spider Monkey. Others just don't look as polished.
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Same here :} except I wouldn't maybe SpiderMonkey (When My up date comes its going 2 blow ur minds =)
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K, I think I got them all updated again, if I missed yours please let me know
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Husky, what/where is this OP you speak of? Where are the updates you keep track off?
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OP means 'original post' , so its the first post in this thread. i'm adding all the maps at the bottom of the post in a list with spoilers.
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On January 21 2010 10:22 wysley wrote:Show nested quote +On January 21 2010 09:27 Kenpachi wrote:On January 21 2010 09:24 wysley wrote: Hey, I'm the creator of the map Ancient River and I've ran into a problem. When I try to play on Ancient River, my starcraft shuts down (this doesn't happen on other maps). Idk if this happens to you guys on my map. I had it working before I added in the fancy doodads and zerg buildings. Is it my computer, the map, or my editor and how do I fix it. THX! usually your map. how do I fix it? I opened your map, deleted the sprites and it stopped crashing. Sprites can make a map crash, so be careful when using them. I don't really know what was the point of the ones you added anyway.
As for balance, you need to make sure the main base ramps are balanced. The top base has the ramp way out in front, and the bottom base's ramp is tucked in a corner. I think you need to make the natural choke smaller as well. Also the main's gas needs to be balanced, read this.
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Gardens of Aiur + Show Spoiler + Size: 128x128 Players: 2 Theme: Found Temples, Decimated Aiur Description: Two deserted Protoss outposts lie burning after the Zerg's destruction of Aiur. The map is your typical standard macro fare, at first glance. In order to mix things up a little, I've added a second gas to the main, though it is already nearly depleted. The top left and bottom right expo's are blocked by a single temple, and although there is buildable ground underneath, no other part of the plateau is. The two outposts can be destroyed for a sixth (albeit very low yield) base. Also, the Protoss outposts will not show up unless it is played on UMS.
On another note, this is my second map ever!
Edit: Whoops, forgot download link. http://www.repdepot.net/replay.php?id=29437&key=d035fe obs soon to come!
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Just finished Alomogordo, the home of the first nuke test.
+ Show Spoiler +
4 Player 128x128, Devastated Earth.
Features - Main and natural are closely spaced and can be defended from a single choke. - Similar resource layout as Python, except 3 and 9 have a double gas, impeded by a Norad II. - Shacks, saloons, sheds, and other doodads litter the open desert center. - At 6 and 12 players will find the "island" expansion ground-accessible after blasting away the Power Generator. - The key late-game expansions are made intentionally "accessible" to tiny terran units with lasers. Note the crevices surrounding the 3 and 9 bases, and the vulnerability of the 6 and 12 bases to all kinds of harass that bypass the bridge entrance.
Download Melee Download Obs
Hope folks like it! Those backwards ramps were a bitch to make, and mine hug the cliffs.
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These are a lot of really good-looking maps I really like huskyland lol
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After a lot of fixing it appears to have reached the final stage, or so i think. It's been frustating since I intended do a lot of different things on the map, but due to size limitation, and pathing issues i had to scratch them. Now it ended with a simple 2-way path. Nonetheless i've learned some things, such as planification it's a good way to start when it's about map-making ; ) .Here it goes: + Show Spoiler + Download here
Perhaps (if i'm not lacking enough motivation) i'll update it with an ums version, featuring some atmosphere effects for an epic environment.
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Huskyland & Colosseum III looks really great tbh. ^_^
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I wish I knew why no one ever like my maps
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Updated it once again.
Got confirmation for the prize being given out.
Also, just reached 20 maps.
As always, please let me know if I missed a map or a newer version of your map.
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Alomogordo is freakin SWEET. Probably the best 4 player in here. Smooth work.
edit: You COULD actually create a good pool of tourny maps with these. Being that there are a couple 3 player that are really strong. Col III and and 3.6.9 and such a wealth of 2 player selections.
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Map name: Rush Me Theme: Zerg invasion
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Ragnasaur.... do you work for Blizzard?
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On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL.
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On January 22 2010 05:45 ragnasaur wrote:Map name: Rush Me Theme: Zerg invasion I'd love to see a T get to 200/200 siege tanKS :d
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On January 21 2010 11:55 TriniMasta[wD] wrote: Colosseum III imba, 3rd expo too easy to secure Colosseum II has easy 3rd expo.. that's what makes it colosseum.
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On January 21 2010 19:06 Smace wrote:Gardens of Aiur+ Show Spoiler +Size: 128x128 Players: 2 Theme: Found Temples, Decimated Aiur Description: Two deserted Protoss outposts lie burning after the Zerg's destruction of Aiur. The map is your typical standard macro fare, at first glance. In order to mix things up a little, I've added a second gas to the main, though it is already nearly depleted. The top left and bottom right expo's are blocked by a single temple, and although there is buildable ground underneath, no other part of the plateau is. The two outposts can be destroyed for a sixth (albeit very low yield) base. Also, the Protoss outposts will not show up unless it is played on UMS. On another note, this is my second map ever! Edit: Whoops, forgot download link. http://www.repdepot.net/replay.php?id=29437&key=d035feobs soon to come! You can not build on temple grounds.
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On January 22 2010 05:45 ragnasaur wrote:Map name: Rush Me Theme: Zerg invasion + Show Spoiler + The irony is that you were trying to make a zerg favoured map... but basically terran just rushes with scvs and wins, or if he somehow fails he lifts his CC and puts it in the corner of the map and ties because spore colonies don't have infinite range.
On January 22 2010 07:07 Kenpachi wrote:Show nested quote +On January 21 2010 19:06 Smace wrote:Gardens of Aiur+ Show Spoiler +Size: 128x128 Players: 2 Theme: Found Temples, Decimated Aiur Description: Two deserted Protoss outposts lie burning after the Zerg's destruction of Aiur. The map is your typical standard macro fare, at first glance. In order to mix things up a little, I've added a second gas to the main, though it is already nearly depleted. The top left and bottom right expo's are blocked by a single temple, and although there is buildable ground underneath, no other part of the plateau is. The two outposts can be destroyed for a sixth (albeit very low yield) base. Also, the Protoss outposts will not show up unless it is played on UMS. On another note, this is my second map ever! Edit: Whoops, forgot download link. http://www.repdepot.net/replay.php?id=29437&key=d035feobs soon to come! You can not build on temple grounds. Relax yo. He's probably got some super ugly dirt tiles underneath those temples, or found a random buildable tile for temple and abused it. Kinda like badlands has a buildable tile for that metal structure.
Actually he even says it lol
The top left and bottom right expo's are blocked by a single temple, and although there is buildable ground underneath, no other part of the plateau is.
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I've been super impressed throughout this contest at the quality of maps being made!! Here are my favorites and why so far.
Sandstorm Basin (I like the ingenuity and execution) 3.6.9 (way to tackle a 3player map!) Rhine (really sweet, love the pathing) Huskyland (pretty sweet but are the bottom right and top left mains the same size as the other two? they look smaller) Stone Hill (this map is pretty cool) Gardens of Auir (I like the execution and concepts) Alomogordo (good 4player map but where's the accessible 3rd geyser? you have to go to another nat or main or take the double gas which is kind of far from the mains)
Colo III will be updated at least once if not more than once in the coming week ~
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You have bad taste in maps dyren
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What the fuck making a 3 player map is hard. BUT I WILL COME WITH ONE.
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On January 22 2010 06:44 neobowman wrote:Show nested quote +On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts
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Chef, I'll just go ahead and take that as a compliment and ignore the fact that you're being a dick. Honestly, was that necessary? Every map here was made by TL members, why not show some love for their hard work.
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Please more 3 player maps!
Edit: I know 3 player maps are the hardest to make, but there have only been a couple submitted
2nd Edit: Also, the response from TL on this contest has been completely redic. I was expecting maybe 3-4 poorly made maps total, and am up to 20 maps with much better quality than I expect. On top of that, the deadline isnt even that close.
Rock on.
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You missed my map
However, that's fine. I seriously don't expect to win this now. I'll have an update on it for sometime next week, but I am going to be without internet for the weekend.....
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added it, thanks for the heads up.
Just FYI, all the maps are going to be put into a map pack and a majority of them used for the tournament regardless if you win or not. So either way, a polished map will more than likely get used
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sorry for the lame question but I havent used SCMDraft in ages, how do I make temple walls that STAY where I place them even if the map isnt on ums?
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On January 22 2010 10:12 Broodie wrote: sorry for the lame question but I havent used SCMDraft in ages, how do I make temple walls that STAY where I place them even if the map isnt on ums? UNIT sprites. and have player 12 own the UNIT sprites
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I added your map lMPERVlOUS, sorry for missing it the first time around
Edit: Just found another map I forgot to add X_x. Make sure to tell me if I miss yours. Edit: Added the rush map for lulz.
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Il finish may map and will enter a second 1.
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Update on mine - I will probably still work on it some more however.
Order 227 + Show Spoiler +
EDIT - Better image.
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On January 22 2010 08:15 Nightmarjoo wrote:Show nested quote +On January 22 2010 06:44 neobowman wrote:On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts
We all love your newsposts. It's just that people don't stop to say thanks.
Your maps on the other hand... At least they aren't as bad as mine usually.
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On January 22 2010 08:31 dyren wrote: Chef, I'll just go ahead and take that as a compliment and ignore the fact that you're being a dick. Honestly, was that necessary? Every map here was made by TL members, why not show some love for their hard work. I was joking because you didn't list my awful map ^^ No need to be offended.
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On January 22 2010 08:15 Nightmarjoo wrote:Show nested quote +On January 22 2010 06:44 neobowman wrote:On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts
What are you talking about? I loved your map, I just thought I saw something that might pose an imbalance.
Also, your map "3" was awesome. I've played on that one a few times. Quite a few times.
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holy shit Alomogordo looks like it could be one of those proleague maps. sweet.
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On January 22 2010 12:28 iLoveKT wrote: holy shit Alomogordo looks like it could be one of those proleague maps. sweet. I hope you're being sarcastic.
Edit: Sorry I'm being a bit rude but really, most of these maps are not even comparable to proleague maps.
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Alomogordo looks like it was made in an hour tops... still i like the ramps and neo andromeda ish style
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Montezuma's Revenge or Montezuma for short.
Theme: Lots of temple!!
1v1 map designed to be playable and balanced. It features two large temples that divide the map, and an abnormally loooooooong ramp from the main to natural. The complicated terrain in the center may provide too much cover for terran units and TvP may be very unbalanced on this map, but it could be adjusted if it was actually playtested and turned out that way. There is a backdoor from the 3rd/4th into the natural which is blocked by 5 stacked temples.
This map was made with lots of special blending and took me several days to create so I hope it is appreciated by someone.
(2)Montezuma0.9.scx >>Download<<
+ Show Spoiler [Montezuma 0.9] +
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That map kind of reminds me of act 3 from Diablo 2
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Dude. I know how difficult some of those terrain blending techniques are. That is fucking awesome, and an insane amount of work. Nice!
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On January 22 2010 12:07 lMPERVlOUS wrote:Show nested quote +On January 22 2010 08:15 Nightmarjoo wrote:On January 22 2010 06:44 neobowman wrote:On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts What are you talking about? I loved your map, I just thought I saw something that might pose an imbalance. Also, your map "3" was awesome. I've played on that one a few times. Quite a few times. Well I meant the tl people mostly, you already gave some nice feedback about the map. You've played 3 though? Haha, that was one of my favourite maps of mine. You should upload replays for it on bwm if you can, I'd love that :D
I'm gonna try and make another map for this competition, maybe a (3)map since there seem to be a lack of them, though I'm not good at making (3)maps.
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hey husky im a noob. how do i get my map to you??? or post it here
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MrMoose
Canada176 Posts
I've been working on a pair of decimated earth-themed 4 player maps... I think I'll try and make a 3 player one based on the demand.
edit: here's one of them - that I deem ready for feedback...
Map: Cairo 2428 Players: 4 Creator: MrMoose Theme: Decimated Earth
+ Show Spoiler +
download
Features:
* Difficult to secure third bases encourage 2-base play * Neo Moon Glaive-esque lanes around the center allow oppurtunities for early agression and late-game harrass * Large, open center makes pushing cross-map difficult * Large amounts of terran wreckage contribute to the decimated earth theme
All constructive feedback welcome Especially if you can suggest a better name - I'm not too happy with the one I came up with.
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Hello, i'm entering my map "Beaches of San Grias" into the competition. It's in beta stage and is definately unique, playable, and fun, but perhaps lacking in small details and perfected. This is not to say that aesthetically it hasn't been worked on, it has to a great deal, but not to my standards of perfection i suppose ^^
I enter it under the "Found Temples" category, though it was inspired and created before this contest.
+ Show Spoiler [Beaches of San Grias] +
The beaches of pristine San Grias lie untouched. These peaceful sands may hold the key to victory for your people, and many treasures to explore.
Features : - Two player map with spawns at 12 and 6 - The entirety of the main island (which both players spawn on) is on flat level ground, the only exception being the two main bases. This brings interesting strategy into account. - The ramp to each main base is very wide. - Natural expansion behind main base with a very small choke (3 square) - The combination of the wide front door of the main and the very small choke at the natural bring interesting strategic choices, where lacking adequate defense at your main in order to secure your easily protected natural could end in defeat. One base builds are very viable, additionally with 10 mineral patches in each main. - 6 bases on the main island, including both players main, in addition to the "Found Temples" two ruined temples each with 10 mineral patches and double gas. These island expos make the map even more interesting.
All in all, a really interesting map that is very different, both in terraining and map design. A map also with alot of strategic depth (imho ^^).
Thanks alot, i hope you guys check it out and have fun.
Download : http://www.nibbits.com/sc/maps/download/131284/ http://www.nibbits.com/sc/maps/download/131286/ (with obs) fixed link
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On January 22 2010 14:37 tv-dooke wrote: hey husky im a noob. how do i get my map to you??? or post it here
I have a server that I use to quickly host things: http://yogware.bluegillstudios.com/shpib/
Feel free to use it. After uploading your map, you can right click on the download link, select copy link target, and then paste it into a bbcode url in this thread.
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On January 22 2010 15:03 pioneer8 wrote:Hello, i'm entering my map "Beaches of San Grias" into the competition. It's in beta stage and is definately unique, playable, and fun, but perhaps lacking in small details and perfected. This is not to say that aesthetically it hasn't been worked on, it has to a great deal, but not to my standards of perfection i suppose ^^ I enter it under the "Found Temples" category, though it was inspired and created before this contest. + Show Spoiler [Beaches of San Grias] +The beaches of pristine San Grias lie untouched. These peaceful sands may hold the key to victory for your people, and many treasures to explore.Features : - Two player map with spawns at 12 and 6 - The entirety of the main island (which both players spawn on) is on flat level ground, the only exception being the two main bases. This brings interesting strategy into account. - The ramp to each main base is very wide. - Natural expansion behind main base with a very small choke (3 square) - The combination of the wide front door of the main and the very small choke at the natural bring interesting strategic choices, where lacking adequate defense at your main in order to secure your easily protected natural could end in defeat. One base builds are very viable, additionally with 10 mineral patches in each main. - 6 bases on the main island, including both players main, in addition to the "Found Temples" two ruined temples each with 10 mineral patches and double gas. These island expos make the map even more interesting. All in all, a really interesting map that is very different, both in terraining and map design. A map also with alot of strategic depth (imho ^^). Thanks alot, i hope you guys check it out and have fun. Download : http://www.nibbits.com/sc/maps/download/131284/http://www.nibbits.com/sc/maps/download/131285/ (with obs) that map is not right.. your not gonna use tileset and this is just to show right?
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OK heres a little something I made today. The map title is a spoof of Tau Cross. It made me LOL when I was brainstorming, so I went with it. The jagged rockwall dividing the bases is just mere thread of floss to Yao Ming, so the name Yao Floss was born. TBH, I'm a noob, but husky's commentaries are definitely baller status, so I had to make a map. IDK if this follows a theme for 1,2, or 3. Also, this was my first time using a map editor, and there are some things I still want to adjust or add to this map such as a UMS obs version(no idea how to do that).
The 2 spawn points( 3 and 9) on Yao Floss are closer than the average map I would say. This map features a stack of 20 temples inbetween a relatively short route from both bases. There are another 2 temples at the upper entrance of both mains. All mineral patches are set to 1500 and 5000 for gas.
http://yogware.bluegillstudios.com/shpib/?l=534
edit- one thing I cant believe I forgot to mention. It took me like an hour to figure out how to make those ramps work LOL so I better win this!
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On January 22 2010 14:00 Nightmarjoo wrote:Show nested quote +On January 22 2010 12:07 lMPERVlOUS wrote:On January 22 2010 08:15 Nightmarjoo wrote:On January 22 2010 06:44 neobowman wrote:On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts What are you talking about? I loved your map, I just thought I saw something that might pose an imbalance. Also, your map "3" was awesome. I've played on that one a few times. Quite a few times. Well I meant the tl people mostly, you already gave some nice feedback about the map. You've played 3 though? Haha, that was one of my favourite maps of mine. You should upload replays for it on bwm if you can, I'd love that :D I'm gonna try and make another map for this competition, maybe a (3)map since there seem to be a lack of them, though I'm not good at making (3)maps.
Those are old games of mine, and they're on another computer at my home. However, I am going home this weekend, so I will see what I can find. If I find any, I'll bring them back and upload them.
Note though, they are not high quality. I might have averaged 80 apm when I was playing, and my opponents were no better.....
I liked the map due to it's BB style micromanagement, yet it had expansion opportunities. It was very unique, and worked out well.
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Map: Muessoloc III (beta) Players: 3 Theme: Zerg Invasion Author: dyren
On to playtesting... any volunteers? PM or AIM: dyrenh or e-mail: j4ckflsh@gmail.com
+ Show Spoiler [Muessoloc III] ++ Show Spoiler [Alpha] +Beta Changes include increasing the size of the mains, shifting 12 and 6 o clock expos and balancing the three min-only's. The center was re-done. Added more terrain and doodad decoration. Added a bit of space behind the minerals in the mains. If you don't like the checkerboard nats fight me.
Link to thread on Brood War Maps
Obs Melee
edit: 2mb GIF >.> + Show Spoiler [56k=no] +
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tv-dooke, I thought your post was funny and wanted to say that I appreciate your entry for whatever that's worth.. I feel like you and I are coming from the same place and hey we're both relative noobs on TL. I downloaded your map and well it's probably not very balanced but it's a great effort! The main2nat distances are imba and theres a funny useless ramp above the 5:30 base. Also you say the bases are 3 and 9, I would say they are 5:30 and 8 and they are very close. Also, the main2main distances are incredibly incredibly long since the temples will take time to clear. Also what's up with that geyser in P1's main that's off to the side? Cheers mate.
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Up date!
Finished most of the deco (Still not done tho but I wanted to give you guys an idea) I placed a few doodads but I'm still far from done. Changed the neutral buildings at the 3rd gas: 1 Toss temple and 2 stacked power generators. I also added an inverted temple ramp leading to the expo at 11 o'clock, and that ramp Is blocked by a Xel naga. This way will encourage the usage of the top left part of the map. People had complained that there was no 4th gas reachable by land, now there is. I also re arranged yellows main mineral formation, for LastCurse's petition.
Finally check this part of the map, int it sexy?
Ok and here Is where you can download the map: http://www.panschk.de/mappage/comments.php?mapid=3997
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wow some of these maps look really great, too bad i don't have much time to try playing on them now
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dryen - you did a fantastic job with the 3 player Colosseum-style map. I know it may look like there is wasted space due to the tar, however, I can see why this is unavoidable, without doing something outsider-ish, or medusa-ish.
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True, and if you look at Medusa it has a ton of dead space as well! I was actually surprised. Mine is very similar to Medusa in expo layout and overall used space vs. unused space. Thanks for the compliment!
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hey styles, i like the vegetation between the stairs xD
very arty
now say something nice about my entry
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ugh, I had to update mine for a natural that had 1 too few Mineral patches.
Once I noticed it, I just couldnt leave it like that. Links and Picture in original post will also be updated. Thank you.
Map: "Attero Impact" Theme: Decimated Earth Size: 128 X 128 Players: 4
Download: + Show Spoiler +Free RapidShareOnly 10 downloads so please go easy, and PM if link is down. Thanks.
edit: Sorry for they extra leg work Husky, Thanks.
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hey guys , how do you place mines ? burrowed zerg units ?
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frontliner2 IMO your map is pretty Terran favored all expos except 4 the main are tankable.
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On January 22 2010 16:07 lMPERVlOUS wrote:Show nested quote +On January 22 2010 14:00 Nightmarjoo wrote:On January 22 2010 12:07 lMPERVlOUS wrote:On January 22 2010 08:15 Nightmarjoo wrote:On January 22 2010 06:44 neobowman wrote:On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts What are you talking about? I loved your map, I just thought I saw something that might pose an imbalance. Also, your map "3" was awesome. I've played on that one a few times. Quite a few times. Well I meant the tl people mostly, you already gave some nice feedback about the map. You've played 3 though? Haha, that was one of my favourite maps of mine. You should upload replays for it on bwm if you can, I'd love that :D I'm gonna try and make another map for this competition, maybe a (3)map since there seem to be a lack of them, though I'm not good at making (3)maps. Those are old games of mine, and they're on another computer at my home. However, I am going home this weekend, so I will see what I can find. If I find any, I'll bring them back and upload them. Note though, they are not high quality. I might have averaged 80 apm when I was playing, and my opponents were no better..... I liked the map due to it's BB style micromanagement, yet it had expansion opportunities. It was very unique, and worked out well. Glad to hear it seems to play out the way I expected :D Reps are nice whether they suck or are of progamers really.
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Kaappp I didn't test it but I assume you have to use a unit sprite for the mines belonging to player12. And lings might just be units belonging to player12 with a switch to be burrowed in their properties. Just a guess.
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Update (2)Right in Two
1.2 Units: Minerals in the center were splited into 2 different groups. Temple in the center was removed Added temples at 7 and 2 Terrain: Entrance to the center high ground is now wider At 11 and 5 (Spawn Sites) it is now impossible to make early tank attack at the minerals and gas. Please comment and make sudjestments
http://www.panschk.de/mappage/comments.php?mapid=3993 -> to download
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I will be updating this later today. Its awesome you guys are updating your maps constantly!
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On January 23 2010 02:47 Nightmarjoo wrote:Show nested quote +On January 22 2010 16:07 lMPERVlOUS wrote:On January 22 2010 14:00 Nightmarjoo wrote:On January 22 2010 12:07 lMPERVlOUS wrote:On January 22 2010 08:15 Nightmarjoo wrote:On January 22 2010 06:44 neobowman wrote:On January 22 2010 05:09 Nightmarjoo wrote:I wish I knew why no one ever like my maps This is TL. No one on bwm ever like my maps either Or my newsposts What are you talking about? I loved your map, I just thought I saw something that might pose an imbalance. Also, your map "3" was awesome. I've played on that one a few times. Quite a few times. Well I meant the tl people mostly, you already gave some nice feedback about the map. You've played 3 though? Haha, that was one of my favourite maps of mine. You should upload replays for it on bwm if you can, I'd love that :D I'm gonna try and make another map for this competition, maybe a (3)map since there seem to be a lack of them, though I'm not good at making (3)maps. Those are old games of mine, and they're on another computer at my home. However, I am going home this weekend, so I will see what I can find. If I find any, I'll bring them back and upload them. Note though, they are not high quality. I might have averaged 80 apm when I was playing, and my opponents were no better..... I liked the map due to it's BB style micromanagement, yet it had expansion opportunities. It was very unique, and worked out well. Glad to hear it seems to play out the way I expected :D Reps are nice whether they suck or are of progamers really.
Well, if you want reps, I'll see if I can find any old ones, and I'll play a few games over the weekend on it again. I'll make sure to save these ones. And, of course, if you want to play me on it, just let me know, but I won't be able to until at least next week.....
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Look on page 18 Updated Map → Swarm Friendly
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wow, that map is crazy unique O.o.
One thing I want to mention overall is that I'm a huge fan of neutral buildings. Especially ones that arent used at the pro level very much. (thats why all 3 themes can easily include lots of neutral buildings).
Not saying its a final factor on which maps win the contest, just the use of buildings on some of them have been very creative.
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Anyone willing to download and get a screenshot for tv-dooke's map?
his post is on page 12.
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On January 23 2010 05:58 Man.Magic wrote: *img*
I am having difficulty uploading this map to panschk.de. In the meanwhile, here is an image of the map.
I cannot decide whether the name of the map should be Koopa or Space Invaders or something related to the Zerg. I recommend something Zerg related, like maybe related to how there's no reasonable 3rd gas.
Your map looks mighty fine, but that issue is something I'd suggest you think about.
EDIT: Maybe a wide ramp on the inside of the low-ground expos at 3 and 9. It would help with the other big issue of not having much room to maneuver in the middle.
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On January 23 2010 05:58 Man.Magic wrote:I am having difficulty uploading this map to panschk.de. In the meanwhile, here is an image of the map. I cannot decide whether the name of the map should be Koopa or Space Invaders or something related to the Zerg.
Please correct me if I am wrong:
(yes that is an invitation for anyone to point out my blatant stupidity if there is any)
This map looks extremely Terran favored. It looks like Terran is guaranteed 4 minerals and 3 gas with super easy defending. (Main, Natural, Mineral Only outside the Natural, Backdoor).
The backdoor cannot be accessed except from the main base, so build some missile turrets and that base is safe forever.
Now for the natural and mineral only: Although there are two entrances to this area, it is not practical to try and push in through that tiny, tiny, opening.
Summary: =Terran favored =4 bases can be defended by defending ONE tiny area, the choke outside the mineral only.
Request: =Please work to make this map more balanced. To be honest, I like the way that the map looks, but i think that 4 bases through 1 choke point is unfair.
Thanks,
-Shawn
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On January 23 2010 06:33 the-Undermind wrote:Show nested quote +On January 23 2010 05:58 Man.Magic wrote:I am having difficulty uploading this map to panschk.de. In the meanwhile, here is an image of the map. I cannot decide whether the name of the map should be Koopa or Space Invaders or something related to the Zerg. Please correct me if I am wrong: (yes that is an invitation for anyone to point out my blatant stupidity if there is any) This map looks extremely Terran favored. It looks like Terran is guaranteed 4 minerals and 3 gas with super easy defending. (Main, Natural, Mineral Only outside the Natural, Backdoor). The backdoor cannot be accessed except from the main base, so build some missile turrets and that base is safe forever. Now for the natural and mineral only: Although there are two entrances to this area, it is not practical to try and push in through that tiny, tiny, opening. Summary: =Terran favored =4 bases can be defended by defending ONE tiny area, the choke outside the mineral only. Request: =Please work to make this map more balanced. To be honest, I like the way that the map looks, but i think that 4 bases through 1 choke point is unfair. Thanks, -Shawn You're actually completely right. The map in general is too tight.
Btw, question. Can we post the map in its own thread so we can ask for tops on improvement?
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im going to make an update to my map, can someone help me out with posting previews or spoilers of the whole map. idk how to do that.. =/
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On January 23 2010 06:32 Nightmarjoo wrote:(2)Yao Floss by tv-dooke
Download link please, that map looks fantastic :D
Additionally: My first map submission is almost done >8D
-Shawn
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On January 23 2010 06:32 Nightmarjoo wrote:(2)Yao Floss by tv-dooke
I loled.
Btw, you have 1337 posts. Dont' reply to this unless you want to break the count.
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On January 22 2010 13:38 -fj. wrote:Montezuma's Revenge or Montezuma for short. Theme: Lots of temple!! 1v1 map designed to be playable and balanced. It features two large temples that divide the map, and an abnormally loooooooong ramp from the main to natural. The complicated terrain in the center may provide too much cover for terran units and TvP may be very unbalanced on this map, but it could be adjusted if it was actually playtested and turned out that way. There is a backdoor from the 3rd/4th into the natural which is blocked by 5 stacked temples. This map was made with lots of special blending and took me several days to create so I hope it is appreciated by someone. (2)Montezuma0.9.scx >>Download<<+ Show Spoiler [Montezuma 0.9] +
sexiest map in the thread. i think its SUPER terran favored though.
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Here is the balanced, tested, and playable Ancient River.
Mostly, everything is the same, except the gases are placed better, the top ramp and bottom ramp are mostly a bit more open, the chokes of natural and 2nd expo is smaller, and the trees and broodlings are gone.
Melee
if there's anymore problems in balancing, plz post.
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On January 23 2010 11:08 wysley wrote:Here is the balanced, tested, and playable Ancient River. Mostly, everything is the same, except the gases are placed better, the top ramp and bottom ramp are mostly a bit more open, the chokes of natural and 2nd expo is smaller, and the trees and broodlings are gone. Meleeif there's anymore problems in balancing, plz post.
IMHU:
The top-right and bottom-left expansion mineral patches should be placed farther away from the edge. Where they are now, I don't think anyone would take those bases due to far too easy harass by air units. There should be space for at least 3 missile turrets i think.
Other than that it looks great ^^
~Shawn
EDIT:
same thing with the middle expansions and the mineral only in the mains
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Just wanted to say I'm on ICCUP right now hosting test runs of Muessoloc III. If you'd like to help me test it would be greatly appreciated and I can give you a credit if you want. I didn't want to make my own thread for this.
Cheers
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Huskyland is one of my favorites. good job morrow
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konadora
Singapore66060 Posts
I think Stylezerg wins lol
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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)] +
(2)Montezuma 0.95(o).scx >>>Download<<
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konadora
Singapore66060 Posts
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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.
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Montezuma 0.95(o) update, edited post above ^^^^
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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*
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I'll be updating this thread sometime tomorrow. A new screenshot of the changes you made would be handy
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I edited my original post with a new photobucket link and updated panschk.de map.
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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
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Imperial Scars 1.0 Beta + Show Spoiler +Map: Imperial Scars Players: 2 (6-Obs) Creator: Broodie Theme: Found Temples Before change After Change
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
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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 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
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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
2 stacked generators behind the natural.
Link for broodwarmaps.net map thread: http://www.panschk.de/mappage/comments.php?mapid=4009
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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 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
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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.
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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
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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 )
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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)] +(2)Montezuma 0.95(o).scx > >>Download<<
Thats amazing
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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
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The new picture isnt working for me. Would really like to see the updated version
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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.
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Heres the image for your update
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Alright, just updated the OP with about 4 revisions and 2-3 new maps. Please let me know if I missed anything you've added.
Note: Its a huge help to me if when you make a new update to make a new post with the new screenshot, map name, and what you changed.
Keep up the great work guys
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Update Map - Stone Hill
Details - Two unstacked Protoss Temples block the second entrance to the natural. - All minerals and gases are at 1500/5000. - The backdoor temples are stacked 10 times.
Here's the update from the previous version.
Old + Show Spoiler +
New + Show Spoiler +
Download - Melee
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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. Sorry, image is fixed now. I'm still playing games on it with my friends. I'll upload some reps for you to see later. I'll see what I can do to make it less terran favored if it turns out that way.
On January 24 2010 16:06 HuskyTheHusky wrote:Heres the image for your update Thanks.
[edit] Here's a bunch of replays of games on the map. We're probably around D+ rank so it probably won't show imbalances too well. Download the replays here. [/edit]
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incoming wall of text... proceed at own risk... edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003
+ Show Spoiler [Center Expo???] + Muessoloc III (edit: this was an older picture but got updated thru bwm..)
So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that.
But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT.
My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc.
It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting.
Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop.
Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion.
I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No?
Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo.
So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement!
If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren
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konadora
Singapore66060 Posts
yes change the checkboard pattern
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I gotta agree - that checkers thing looks real outta place
Other than that, I like your map a lot! Probably the best there is in this pool - but maybe I'm biased because I saw how it evolved from the very beginning, and every change was good
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Blah, I'm sorry you guys don't like it... everything in SC is tiles yet all you see is ISOM's.. I think it looks "good" to have the square shaped design but it's removed in the latest ver. Thanks for the compliment Pinnacle! Too kind..
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A lot of these maps look pretty sweet!
By the way, the name Gardens of Aiur is only one letter away from the vastly inferior map Garden of Aiur.
Not that that matters for the contest, of course. I mean it's not the first time map names are duplicated. After all, the fact that there already was a map named Face Off didn't stop them from making Face Off. Or that Eye of the Storm was released long before Eye of the Storm.
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Husky if you want i can help you choose the top 3 maps.I don't want anything in return! I just want to help because you mentioned that you couldn't do it by yourself. I'm not a programmer (i'm D on ICcup lol) or a good SC map designer but i'm a guy that knows a little something about maps and strategy! I've been playing SC since i had 9 years,now i have 15.I'm really good on anylising replays and strategy but as i mentioned above i can't play very good.So if you want any help you can PM me...The main reason i want to help is because i have a lot of time (i can't be in front of the computer all day...because of school and soccer training) but im a good 5 or 6 hours so yeah. P.S. Keep going you are very good at commentating
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Edit: oh my map was updated automatically in the above post due to me updating the thumb on bwm
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Ok Up date!
- Added rocky ground, to make the middle bit + unbuildable ( There still is turret space )
- The decoration is now 100 % done
- All the doodads are now in place
- There are no + unintentional tank holes
- All sprites have been double checked, they work fine and are all ling proof.
- Lurkers can hit 3 mineral patches in range of the nat from the low ground outside the nat.
Hope you guys like tis possible final version (there might be 1 + update)
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+ Show Spoiler +On January 24 2010 21:18 dyren wrote:incoming wall of text... proceed at own risk... edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003+ Show Spoiler [Center Expo???] +Muessoloc III So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that. But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT. My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc. It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting. Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop. Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion. I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No? Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo. So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement! If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren
You "forgot" to include the replay(s) of me kicking your ass. :p
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MrMoose
Canada176 Posts
You missed my map:
On January 22 2010 14:47 MrMoose wrote:I've been working on a pair of decimated earth-themed 4 player maps... I think I'll try and make a 3 player one based on the demand. edit: here's one of them - that I deem ready for feedback... Map: Cairo 2428 Players: 4 Creator: MrMoose Theme: Decimated Earth + Show Spoiler +downloadFeatures: * Difficult to secure third bases encourage 2-base play * Neo Moon Glaive-esque lanes around the center allow oppurtunities for early agression and late-game harrass * Large, open center makes pushing cross-map difficult * Large amounts of terran wreckage contribute to the decimated earth theme All constructive feedback welcome Especially if you can suggest a better name - I'm not too happy with the one I came up with.
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@sTYleZerG-eX: Looking at the minerals in the main I think it would be slightly more balanced if the base at 6 o'clock had its minerals below the spawn point. If you look how the bases are laid out it would be symetrical to have the minerals against the edge of the map like in the other base
Other than that its looking great!
@MrMoose: Thanks, Adding it now!
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map name/theme etc etc ?
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On January 25 2010 05:37 mmp wrote:+ Show Spoiler +On January 24 2010 21:18 dyren wrote:incoming wall of text... proceed at own risk... edit: you can find replays here: http://www.panschk.de/mappage/comments.php?mapid=4003+ Show Spoiler [Center Expo???] +Muessoloc III So while playtesting I had a range of different people giving me feedback on Muessoloc III and I made a lot of necessary little changes like fixing misplaced doodads, geyser placement, mineral count at natural matches colo (6 patches), small but important stuff like that. But I had one stubborn but helpful tester who really attacked this map in his analysis causing me to have to really think about and defend some of the decisions I've made. So I would like to just take a second to talk about how I see my map and the balance on it. Needless to say I've largely based it off the map Colosseum II which in my opinion is both a great map and pretty unique. It features a low ground main, protected natural, and close third with a wide ramp near the main choke and small back door ramp. There's a neutral sunken at the choke providing creep for a sunken rush or defense and it creates a smaller choke. Colosseum features an open flat middle with 4 compound walls forming an oval around a central expansion. I really think this map has a lot going for it. It promotes fast expansion builds with the in-base natural and that opens up the possibility of fast aggression to punish a greedy fast expander. Also, building placement is critically important in this map to prevent run-bys and being sieged from the high ground above your choke. The presence of this high ground is clearly deliberate and creates the need for Protoss to have good map control early in PvT. My keen tester was adamant that protoss fast expand was not viable on Muessoloc because he ran lings by some noob protoss in one game. He insisted there was something wrong with the map because he was able to run lings in and harass the natural and main. I had to explain that the layout of the choke and the short-medium length rush distances mean building placement is critically important as well as constantly scouting your opponent (a feature I like very much in a map.) So as usual if your opponent isn't scouting you well you have the opportunity to surprise him ... this is even more deadly on a map like Muessoloc. It was brought to my attention that T imbalance might exist due to cliffs (what a surprise,) I tried to make the center such that if T is slow pushing through the middle there are other ways to move your army and counter or surround him. As far as siege tanks at the third, well I think you shouldn't let him get tanks up there! This means map control and scouting. Another imbalance that was brought forward was Guardians. Someone pointed out that the 2 and 5 o clock bases are extremely succeptable to guardian rape. While I agree that they are vulnerable, and besides the fact that the 9 o clock base does not suffer from the same vulnerability (this sucks,) I think the answer is SCOUT and have something prepared. If you see your enemy muta harassing and then his mutas fly over the dead zone and don't reappear, suspect guardians (also scout his base) and if T get your wraiths up asap, if P sairs which you should have anyway and guards are dumb in this match up. There have been two games recently where flash has had several wraiths prepared when or before guards pop. Someone pointed out that the naturals are small. Yes. Should I make them larger? I didn't think it was necessary but I am interested in hearing other people's opinion. I've had two people out of like 40 tell me to change the checkerboard pattern on the naturals. Yes? No? Some people are telling me to put an expo in the center of the map. Anyone have thoughts on this? I'm inclined not to however I have seen many games finish with no one using the center. However in the one decent TvT it was used a lot. I think having a mineral rich expo in the center would force a certain amount of awareness on both players and create movement through the middle. However I just don't feel like the map needs another expo. So, in short, the layout and features of Muessoloc III create the need for 1) keen and proactive scouting. 2) near perfect building placement. 3) map control. This map punishes 1) noobs who don't scout. 2) bad mechanics (BO loss/win.) 3) bad building placement! If you would like to see my map I'll be on ICCUP as much as possible and would love to chat about sc and the contest with any and all of you. Username: dyren You "forgot" to include the replay(s) of me kicking your ass. :p Forgot... did I??? LOL
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I'm not a huge fan of the themes because they promote a lot of neutral building usage, which is already over-used in most fan made maps these days. But nonetheless...
Here's my entry:
Name: Reclusion 1.0 Players: 2 Creator: Ronald_McD Theme: Found Temples
Image: + Show Spoiler +
Download Link: http://rapidshare.com/files/340578803/Reclusion.scx
Map Features:
-Easy to defend main and natural expansion. -3rd and 4th bases are long distance, but relatively defend-able. -Temples at ramps near natural expansions can be destroyed to widen ramps. -Temples in the middle can be destroyed to gain access to mineral-only expansions -Xel'Naga temples in the middle can be destroyed to create another, quicker passage for units to move through. -Actual use of the "High Raised Jungle" terrain (lol)
P.S. This is my first melee map ever made.
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On January 25 2010 09:00 Ronald_McD wrote:
-Actual use of the "High Raised Jungle" terrain (lol)
This was win
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On January 25 2010 09:00 Ronald_McD wrote:I'm not a huge fan of the themes because they promote a lot of neutral building usage, which is already over-used in most fan made maps these days. But nonetheless... Here's my entry: Name: Reclusion 1.0 Players: 2 Creator: Ronald_McD Theme: Found Temples Image:+ Show Spoiler +Download Link:http://rapidshare.com/files/340578803/Reclusion.scxMap Features: -Easy to defend main and natural expansion. -3rd and 4th bases are long distance, but relatively defend-able. -Temples at ramps near natural expansions can be destroyed to widen ramps. -Temples in the middle can be destroyed to gain access to mineral-only expansions -Xel'Naga temples in the middle can be destroyed to create another, quicker passage for units to move through. -Actual use of the "High Raised Jungle" terrain (lol) P.S. This is my first melee map ever made.
Haha nice, I lol'd at the last list item XD
I just want to note, I chose the themes specifically because I have always loved neutral buildings. Just a personal preferance I guess, but none the less thank you for submitting your map!
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Husky, I did consider doing that when doing the map, and you are right it makes symmetrical sense, but I put it there for a reason. The reason is that in the way its positioned right now: - Its easier to do a split on. - Workers can be a pain to grab and send to the minerals when they come out in that position (Specially when theres + than 9) - It makes both mains + equal, think about it If I positioned it how you suggest, in the 6 o'clock position workers when they pop out will take a shorter amount of time to get to the mineral patch (similar problem with zerg larva). - And its really not that positional imbalanced at all, there if + that enough turret room, and troop's room 2 defend comfortably. - It also has been done in pro maps Be4 and it works.
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Split End
Theme - Zerg Invasion This is my last map.
Melee
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Split End reminds me of Blue Storm with spawn at top left and bot right O.O
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I've been playing Muessoloc III on IcCup. It is a pretty fun map to play because of non-standard natural, but one major flaw is that the 2 o'clock gas is tankable, and its replacement to under the start location will lead to imbalanced mining.
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On January 25 2010 08:05 TriniMasta[wD] wrote:Olympia 1.1 It says Olympia 1.1 under the picture. Guess I should make it bigger! The theme are found temples, I will add them to the map before 2-4! Gl with contest Husky 2 Player map top right and top left. 128x128
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I like Olympia except the weird tiling on the "ovie" spots. The rest looks good though despite being a little limited on options for movement. But it is a (2) map so.. good job!
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Husky, you forgot to update the pic of mine in the OP.
On January 22 2010 11:57 lMPERVlOUS wrote:Update on mine - I will probably still work on it some more however. Order 227 + Show Spoiler +EDIT - Better image.
Link to BWM
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I will be updating this later in the day.
I'll make sure to add your update in there IMPERVIOUS, as well as add the most recent maps posted.
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On January 24 2010 09:23 tv-dooke wrote: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=544THINGS 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.
hey husky this is the updated version of Yao Floss. idk how to post previews sry can someone help me out?
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So many good maps here! My fave so far is blood red skyes.
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If someone could post a screenshot of Yao Floss that would be great. I am working on updating the OP right now.
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Split end is really good . The only thing I would suggest is having another entrance near the wall behind the natural. A couple of tanks on the high ground at the only choke on this map would be so annoying T_T.
Great overall feel for a lot of these maps though. Up to 32 now...
Speaking of which, I believe all of them are updated. Updating any screenshots for new versions right now.
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Update with (2)Tarsonis Invasion: removed bunker from 9h added doodads
power generators aren't useless imo, if they are down, it will be a pain to defend your nat
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I dont think they are worthless either. It is similar to Andromeda IMO where you can sneak stuff over there and then bust them down. Or vice versa, break them down and then get a flank on the nat.
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I think it would make more sense if they actually lead into your main/nat (similar to andromeda) or if there was a expansion there.
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On January 24 2010 09:23 tv-dooke wrote: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=544THINGS 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).
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Map name?
And screenshot if possible
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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...
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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.
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:
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
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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.
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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] +
Download: (2)Montezuma(o).scx
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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.
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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 +
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.
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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.
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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.
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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] +There are other balance issues that will be fix in the next release.
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I think I'm updated now.
@T.n.t: Can you post a screenshot of your map please.
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u didnt get it? it showed up on my thing
alright ill try again
does it work now?
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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).
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There are a lot of really interesting maps here!
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@ chef: do offscreen sprites matter? do doodads matter?
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Offscreen sprites matter. Doodads don't. Doodad sprites do matter.
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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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No, sprites matter. You had firelag in both cases. I run into it all the time in this one UMS map that I play.
I think having 24 valks shooting would max the sprite limit anyway, with or without tree's or whatever. But then again, I don't really know what effects the terrain has on the sprites, I just know that with units like valks the sprites get used very quickly.
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5) 3.6.9 is by far my favorite.
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On January 28 2010 08:18 luizalberto wrote: 5) 3.6.9 is by far my favorite. i agree.
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Spider Monkey is the most well made, Although I wish it was changed into a 3 or 4 player map.
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Garden of Aiur is by far my favorite map. It just looks so not only balanced by the first glance, but great to play.
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On January 28 2010 04:05 -fj. wrote: 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.. My understanding is that the map limits you to 250 so that you don't get in the way of sprite-based attacks (such as valkyries). The game itself often uses more sprites than it can handle without a single sprite on the map itself. You should be ok.
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wait, does anyone know hwo to keep the neutral buldings in One on One mode? I had to make mine an obs map to keep the neutral buildings in the game.
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set the player number to 12
Go to sprites -> unit sprites -> menu allowing you to find just about anything.
Use those instead. Go to the menu at the top, under options - go to sprites, then go to "snap to grid"
It will make it easier to place any building/unit in any multiplayer game.
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(2)Absolute Truth (note: not all creep shows up in the picture). Theme: Zerg Invasion
BWM page: http://www.panschk.de/mappage/comments.php?mapid=4016
This is a two-player map I made just for this competition. I am a big fan of maps with very precisely-placed expansions (Blue Storm being the best example, in my opinion), and I wanted to mimic that with this map. The third gas has three different entrances, but they each have an obstacle which must be overcome to launch an attack. The first bridge can be defended if the player has already established control over the mineral-only, the second bridge is blocked by four neutral zerg eggs, and the higher ground leading to it is blocked by a line of minerals. One line is made entirely of 0-value minerals (six stacked on top of eachother) and the other line is made of five 0-value minerals and one 16-value mineral stacked on top of eachother. My hope is that it would require a good amount of time for an opponent to drill through and open a means to attack the third gas, but at the same time would allow a player who has taken that third gas already to quickly mine through it and create a path to the fourth gas expansion.
The neutral buildings in the center provide some obstacles and prevent building unless they are destroyed. There is a neutral Infested Command Center at the fourth gas, preventing a player from sneaking the base too early (though I am very tempted to remove this for the sake of opening up more options--the order of expansion-taking shouldn’t be too linear...thoughts?). Though there are mineral blocks, neutral buildings, and neutral zerg eggs, I haven’t had any problems with pathing so far.
(In case you're wondering, the name means absolutely nothing--my friend and I came up with it during a brainstorming session as the most overly dramatic and yet completely meaningless name on earth...)
Enjoy!
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On January 28 2010 14:29 Rut wrote:(2)Absolute Truth (note: not all creep shows up in the picture). Theme: Zerg Invasion BWM page: http://www.panschk.de/mappage/comments.php?mapid=4016This is a two-player map I made just for this competition. I am a big fan of maps with very precisely-placed expansions (Blue Storm being the best example, in my opinion), and I wanted to mimic that with this map. The third gas has three different entrances, but they each have an obstacle which must be overcome to launch an attack. The first bridge can be defended if the player has already established control over the mineral-only, the second bridge is blocked by four neutral zerg eggs, and the higher ground leading to it is blocked by a line of minerals. One line is made entirely of 0-value minerals (six stacked on top of eachother) and the other line is made of five 0-value minerals and one 16-value mineral stacked on top of eachother. My hope is that it would require a good amount of time for an opponent to drill through and open a means to attack the third gas, but at the same time would allow a player who has taken that third gas already to quickly mine through it and create a path to the fourth gas expansion. The neutral buildings in the center provide some obstacles and prevent building unless they are destroyed. There is a neutral Infested Command Center at the fourth gas, preventing a player from sneaking the base too early (though I am very tempted to remove this for the sake of opening up more options--the order of expansion-taking shouldn’t be too linear...thoughts?). Though there are mineral blocks, neutral buildings, and neutral zerg eggs, I haven’t had any problems with pathing so far. (In case you're wondering, the name means absolutely nothing--my friend and I came up with it during a brainstorming session as the most overly dramatic and yet completely meaningless name on earth...) Enjoy!
OMFG!!!!!!!! Do I see a geyser in the backdoor expansion and the natural is mineral only!??!?!?!?
This map looks very original and looks like quite innovative game play would occur on it. <3
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don't tell me that you are impressed by a min only nat. It is such an obvious thing, and not made in pro maps since it makes some difficulties for zerg in ZvT
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(4)Velocity
Broodwarmaps.net link: http://www.panschk.de/mappage/comments.php?mapid=4017
This is my entry for the contest, the map contains both temples and some zerg sprites. I just made the map for fun, didn't really think too much when i made it but hopefully it's playable
Theres some really nice maps that have been submitted *cough* Spider Monkey *cough*. I hope there will be more entries before the 4th of February :D
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Some seriously cool maps there. Shame there isn't anything too inventive though. Guess those are the ones that screw up generally anyway.
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On January 28 2010 22:20 ProTosS4EveR wrote: don't tell me that you are impressed by a min only nat. It is such an obvious thing, and not made in pro maps since it makes some difficulties for zerg in ZvT
I mostly mean the gas at the backdoor. Because of this, most people would probably go for that expansion first (terran 2-base off main and backdoor/3 base of main, backdoor, and nat, etc)
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On January 28 2010 08:27 DreaM)XeRO wrote:i agree.
Same here, looks sick cool :O
I will be throwing one map of mine soon if it goes right (I just started it because I was on exams).
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I'll be updating this later today. Surprised people are still contributing maps! Completely blowin' my mind. I really like the new submissions as well.
Remember, the deadline is Feb 4th. Dont wait until the last second as there will be no acceptions for late maps.
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Finally done with exams! Will be able to work on my map a bit more now.
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On January 29 2010 18:55 Man.Magic wrote:Download {revised}:More balanced areas and movement → better map.
This does look better
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BWMAP won't let me upload my map there D:
Keeps telling me that my map is either not a .scx/.scm or that it does not end with (n), although it is and has both -_______________________________________________-
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My entry:
And a detail of the choke:
Name: Loki's Trap Theme is Zerg Invasion. DL link: http://www.nibbits.com/sc/maps/download/131340/
In the picture: Red circles mark the neutral sunkens and the yellow ones mark the hatcheries.
From a design viewpoint its pretty similar to my last map (which was also my first). It has the mineral only natural and a high ground gas protected expo.
My goal was to use the zerg invasion theme to affect the gameplay in a way other than "gotta destroy this to plant my X". I feel the neutral sunkens at the chokes can be used in more than one way: For example if a zerg really wants to take the protected gas expo first but the opponent is not fast expanding, he has the option to throw 2 sunkens at the creep right outside the choke, or just plant one and wait for the creep to reach the inside part of the choke. Also against opponents who just sit behind his wall with minimal forces and go for both expos, there is the possibility of offensive sunken. This on the other hand could have nullified the possibility of "forge FEing". Which would suck. So i added a lot of unbuildable terrain around so the sunk cannot be placed close enough to snipe the forge and out of cannon range.
Then to make the zergs more happy i added 2 gas only expos at the NE and SW corners. But planted a neutral hatch blocking the place in the middle, so they dont get TOO hapy
Finally i added some little doodads at the middle so the path from base to base is not a perfect straight line.
I tried making another version but it had problems with the creep at the chokes. So this is the final one unless i find some other major problem.
PD: If someone could take a pic of the map that shows the neutral doodads and creep, i would aprecciate it a lot. Been trying for quite some time already with no success. Good luck to all :D
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I'm a couple days behind on updating this. I'll get it all caught up at work later today.
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To be honest, I hate you for making such a good looking map. Like this map just looks so stunning!
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thanks but it still has some rough edges in game, so I'm not done yet
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On January 30 2010 10:46 -fj. wrote:thanks but it still has some rough edges in game, so I'm not done yet
Not done D: Dude stop this madness. Don't you want to give anybody else a chance at first place?
*goes back to trying to get BWMAP to take my map, because BWMAP is pmsing or something*
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Shaira 0.94 (Couldn't come up with a better name at the time, may change.) + Show Spoiler +
[url=http://www.mediafire.com/?yoy2zzkmmem[/url] (Melee will be added when complete.)
Players: 4 Size: 128x128 Tileset: Desert Theme: Decimated Earth / Zerg Invasion (ish)
Took away some of the useless high ground at 3/9 and added expo's.
Also if anyone can tell me exactly how people come up with the versions that would be awesome :D All I know is if its below 1.0 it's still in beta...
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On January 30 2010 12:33 Nub4ever wrote:Shaira 0.93 (Couldn't come up with a better name at the time, may change.) + Show Spoiler +Shaira 0.93 OBs(Melee will be added when complete.) Players: 4 Size: 128x128 Tileset: Desert Theme: Decimated Earth / Zerg Invasion (ish) I'd say I'm more or less done with the deco but I may add more. Right now I'm just kinda playing it through a bit trying to fix some balancing issues there may be. Also if anyone can tell me exactly how people come up with the versions that would be awesome :D All I know is if its below 1.0 it's still in beta...
wow that looks tricky
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Nice I like the map but mains seem to small, and there is to much wasted space in map, specially on 3 o'clock and 8 o'clock
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Montezuma 1.0a
I've heard from all kinds of people that my map is horribly imbalanced in favor of each race in several different matchups and ways, but after finally playing a decent TvP on it, I can safely say that midgame TvP is almost impossible.. for terran. The reason is that T has to commit to one or the other temples to avoid being run over, which does him no good in itself, and unless he wants to go all in elimination race, it stops his push. Protoss can so easily counter attack that in a high-ish level game, terran will never arrive in force at the protoss natural without sacrificing either his main and whichever expansion he took, possibly both.
So I added expansions on the sides - suddenly there is an incentive to camp one of the temples, which is 7 patches and a gas! Now terrans have a way to play this map in the mid game.. they can scuttle forces back and forth from one temple to thier natural while defending two gas expands, and in response the protoss can take one extra gas base over the terran's and even take the terran's fourth, the base in front of the natural back door, if they have enough control of the map and are winning already.
+ Show Spoiler [Montezuma 1.0a] +
I think the side expansions will help other matchups be more enjoyable too.
Also, on a side note, those mains are bigger then Python's mains. If you pack your buildings even semi-correctly, there is enough space for almost every game. They could be bigger, though. Big mains are fun to play and feel right imo. So the last big change I can imagine doing would be too push the main out closer to the natural - get rid of some of that temple criscross, the water in the corner, the extra length behind the 3rd / 4th counterclockwise of the nat..
+ Show Spoiler [Size of mains: the pixels don't…] +
yes I am totally obsessed. >panschk.de<
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Looking great so far guys. Updating right now for once I promise.
Edit: ALRIGHT! I think I finally have everything updated. As always, I appologise if I missed something you said even if you posted it multiple times. Its quite the chore to keep track of everything so thank you for your patience and never hesitate to remind me that I missed your map/update!
Almost to 40 submissions... going to make the voting pretty difficult since the number of options in a poll is limited to 10 .
Remember, only 4 days left. Dont wait to the last minute to get your map/tweaks uploaded
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I love how about 7 of the 10 newest editions to www.panschk.de are for this contest
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Thanks for updating the op, husky, but unfortunately you've got "the undermind" listed as the author of Absolute Truth. I demand recognition!!!
On the side, here's the latest version of the map--I fixed a couple of very minor things like the gas issue in the mains:
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On January 31 2010 00:24 Rut wrote:Thanks for updating the op, husky, but unfortunately you've got "the undermind" listed as the author of Absolute Truth. I demand recognition!!! On the side, here's the latest version of the map--I fixed a couple of very minor things like the gas issue in the mains:
lol
And husky, is posting the map here satisfactory, or do I need to email it to you or something?
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Just a suggestion, you could always make a different poll for each #-player map. 2 player poll 3 player poll 4 player poll
AKA- I just dont wanna go up against all the 2 player maps. Especially all the ones that used the MirrorEffect. Then you could just take the top 3 of each poll or whatever.
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On January 30 2010 16:10 sTYleZerG-eX wrote: Nice I like the map but mains seem to small, and there is to much wasted space in map, specially on 3 o'clock and 8 o'clock Before the mains were actually too big so I made em smaller =/ looks small in the pic but they're damn large ingame...
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Husky just won the Commentary contest!?!?! Congratz man... talk about bringing a lot to the SC scene. Thanks a lot
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Gratz on winning the commentary contest! I don't think I'm gonna finish my map cuz it doesn't seem very good. I'll keep making maps in the future though, either for SC2 or for SC1 when I get more time.
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On January 31 2010 06:40 Pyrrhuloxia wrote: I don't think I'm gonna finish my map cuz it doesn't seem very good...
LoL That didn't stop lots of people. Including myself. You never know what the taste is going to be, and you can be sure they arent going to pick 100% mirror looking maps, which would mostly be your 2 players ones. Looks too boring. I'd say give it another couple days and make a submission. It's easy enough.
edit: "Velocity" looks like an excellent 4 player map. The natrual exits arent to close or too varried (usually a problem with mirror 4 players) and the places to expand look very interesting with mineral only, glitchable lines and lots of directions to choose. Well done.
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damn it my map pic and dl expired. if anyone dled it, can they post a new link with pic and dl? my computer sucks balls. map name was willpower
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Nope, posting it here is perfect.
Sorry about getting the names mixed up.
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Okay then,
Theme: Zerg Invasion 2 players etc o-O
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second map made for the TL contest. Name: Greenland Theme: Decimated Earth
backdoor gas has 1000 inside bottom gases have 4000 inside double gases in the island have 3000 inside buildings are "units" and have 33% hp in order to burn since the comp will be probably played with "use map settings" 2 patches in the backdoor have 750minerals
EDIT: http://www.panschk.de/mappage/comments.php?mapid=4020
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btw husky shaira's theme is more decemated earth than zerg invasion Also edited my post of my map and added some stuffs. . Linky
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was just looking through the maps and i saw this:
Once you have expanded to your natural, reinforcement will be slow because the ramp and minerals are positioned so that your units have to maneuver around the workers and main structure. Also, the space behind the naturals looks almost wasted.... EXCEPT FOR...... + Show Spoiler +SUPERRRRRRR PROXYYYYYYYYYYYYYY!!!
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On February 01 2010 12:30 the-Undermind wrote:was just looking through the maps and i saw this: Once you have expanded to your natural, reinforcement will be slow because the ramp and minerals are positioned so that your units have to maneuver around the workers and main structure. Also, the space behind the naturals looks almost wasted.... EXCEPT FOR...... + Show Spoiler +SUPERRRRRRR PROXYYYYYYYYYYYYYY!!!
And the resource placement in the main is also a bit odd O.O
And the gas at the naturals will be raped by mutalisks
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On January 31 2010 06:54 cUrsOr wrote:Show nested quote +On January 31 2010 06:40 Pyrrhuloxia wrote: I don't think I'm gonna finish my map cuz it doesn't seem very good... LoL That didn't stop lots of people. Including myself. You never know what the taste is going to be, and you can be sure they arent going to pick 100% mirror looking maps, which would mostly be your 2 players ones. Looks too boring. I'd say give it another couple days and make a submission. It's easy enough. edit: "Velocity" looks like an excellent 4 player map. The natrual exits arent to close or too varried (usually a problem with mirror 4 players) and the places to expand look very interesting with mineral only, glitchable lines and lots of directions to choose. Well done. Thanks for the encouragement. I thought about posting screenshots of my WIPs and asking for input, but the concepts for each really fell apart. You're right about my previous two player maps being too mirror-like. At the time, they looked fine to me but my sense of map aesthetics has progressed since then. I'm also understanding how maps work a bit more, both from my own playing and watching Day 9. This makes it too hard to post either of my WIPs when the problems are so obvious to me. I'm pretty disappointed because I want to be a part of this awesome contest but I am behind on my thesis work so I really don't have time to hack out a decent map. I think what I will do is make a set of maps that I can like, once I have time, put together some prizes, and see if I can attract some players to play a tournament on my maps. It'll be a long time, though, before I can put together five good ones.
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(2)Inverse Invasion
http://www.mediafire.com/?ntwjzm31y0q First try at a map *small main *can wall off natural w/ supply supply rax *backdoor min only, with 32 min patch separating bases, can glitch workers through *short route to 4th gas/faster backdoor route to 3rd gas protected by 2 stacked overmind cocoons
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The Lost War 1.4 + Show Spoiler + Quick description:
- Players: 2
- Theme: Decimated
Earth Aiur
- Dimensions: 128x96
- Main: Minerals: 10 (1500+500) Gas: 1 (5000)
- Natural: Minerals: 8 (1500+500) Gas: 1 (4000)
- TopLeft/BottomRight Exp: Minerals: 9 (800) Gas: 2 (2000)
- Other Expansions: Minerals: 6/7 (1500) Gas: 0/1 (4000)
The map takes place after a PvP battle where both forces are almost completely wiped out. The top left and bottom right expansions are their former main bases with a few neutral buildings being the remains of their bases.
Version 1.4 changes:- Many balance changes
- Added more decoration
Download:
+ Show Spoiler [Version 1.3] + + Show Spoiler [Version 1.2] +Version 1.2 changes: - More space at 3/9 expansions
- More buildable space at center
- More space for Overlords to hang out over naturals
- More rubble sprites (I'd like to freeze their animation so that they're visible throughout the game but I haven't figured it out yet)
- Neutral Nexus to delay double gas expansion
+ Show Spoiler [Version 1.1] + + Show Spoiler [Version 1.0] +
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Husky, Wednesday, February 4th is not a real date. either Wednesday, February 3rd, or Thursday, February 4th.
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On February 01 2010 14:41 Urth wrote:(2)Inverse Invasion http://www.mediafire.com/?ntwjzm31y0qFirst try at a map *small main *can wall off natural w/ supply supply rax *backdoor min only, with 32 min patch separating bases, can glitch workers through *short route to 4th gas/faster backdoor route to 3rd gas protected by 2 stacked overmind cocoons
This post was originally meant to criticize your map. Then I realized that I was reading your comment wrong (I just woke up, cut me some slack) and have nothing but compliments.
Easily one of the best maps submitted
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The OP should be updated now.
Getting some awesome last minute submissions . I like the creativity in a lot of these.
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On February 01 2010 19:22 32 wrote: Husky, Wednesday, February 4th is not a real date. either Wednesday, February 3rd, or Thursday, February 4th.
Changed it. I meant Wednesday. Thanks
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Up date!:
- Deco Is up
- Middle doodads have been placed ( There are still not done yet I will place a bit + of them on next up date )
- Moved the minerals on the 4th gas
Map is not yet done doodads on the high ground haven't been placed yet. Also I have tested all the neutrals buildings and spells, they work, but I still need to ling test all of them. [Reminder](there are no stacked buildings) Here is link 2 map dl: http://www.panschk.de/mappage/comments.php?mapid=4013
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On February 02 2010 07:36 HuskyTheHusky wrote:Show nested quote +On February 01 2010 19:22 32 wrote: Husky, Wednesday, February 4th is not a real date. either Wednesday, February 3rd, or Thursday, February 4th. Changed it. I meant Wednesday. Thanks
Um... Sorry to bring this up again, but now it says Thursday in the first post. Also, I am not finished with my map yet, (I still need to place minerals and fix glaring imbalances and problems since this is my first real melee map) but here is a picture for anyone who would like to see. I'm thinking about naming it "half tide". Almost any criticism is welcome. edit: Theme will be Decimated Earth
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On February 02 2010 08:57 32 wrote:Show nested quote +On February 02 2010 07:36 HuskyTheHusky wrote:On February 01 2010 19:22 32 wrote: Husky, Wednesday, February 4th is not a real date. either Wednesday, February 3rd, or Thursday, February 4th. Changed it. I meant Wednesday. Thanks Um... Sorry to bring this up again, but now it says Thursday in the first post. Also, I am not finished with my map yet, (I still need to place minerals and fix glaring imbalances and problems since this is my first real melee map) but here is a picture for anyone who would like to see. I'm thinking about naming it "half tide". Almost any criticism is welcome. edit: Theme will be Decimated Earth Shape of the mains is.. interesting (maybe awkward).. the only other crit I have at this point is avoid "straight" lines that means the ugly zig-zag you get with perfectly vertical cliffs, and the "boring" straight edge caused by aligning isoms (straight diagonal line.) Look at some more pro maps and see what sorts of "shapes" they use for cliff edges and map features. (feel free to ignore advice if you're going for something specific and non-standard)
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The date on there is the one I always meant to have. I think I said it wrong in my post saying i was fixing it, but its good to go now
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Jesus, my map has no chance.
Maybe I can squeeze out another shitty map for you to sift through in these next 3 days
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I wanted to put in another map before the deadline.
Cragflake 2 player map Theme - decimated earth
Download - Melee
And also update 3.6.9.
Download - Melee
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I like the 3vmap but Imo 2 much wasted space, not good deco, and positional imbalance. what i men by that is that some expos look tankable from the other side of the neutral block and others do not. I do think you can fix all this problems. (hopefully u can manage in 3 days )
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is there any way to download these maps for my own interest? basically i want to try out these maps, just look so interesting.
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On February 02 2010 14:11 tRuE008 wrote: is there any way to download these maps for my own interest? basically i want to try out these maps, just look so interesting.
Throughout the posts in the thread, most people have included their maps with download links.
GL
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Just a reminder that the deadline for this contest is in two days.
PLEASE make sure that your map has a working download as I am going to download them all at once and put them into a mappack.
I cant necessarily get ahold of everyone individually if your download doesn't work.
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I wonna try Sandstorm Basin! Anyone wonna play with me?
Doesn't seem like it.
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(2) Space Blues Theme: Decimated Earth
Link
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Cool contest Husky! Here's my map.
map name: (2) Y3K theme: zerg invasion
http://www.panschk.de/mappage/comments.php?mapid=4022
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On February 01 2010 21:41 the-Undermind wrote:Show nested quote +On February 01 2010 14:41 Urth wrote:(2)Inverse Invasion http://www.mediafire.com/?ntwjzm31y0qFirst try at a map *small main *can wall off natural w/ supply supply rax *backdoor min only, with 32 min patch separating bases, can glitch workers through *short route to 4th gas/faster backdoor route to 3rd gas protected by 2 stacked overmind cocoons This post was originally meant to criticize your map. Then I realized that I was reading your comment wrong (I just woke up, cut me some slack) and have nothing but compliments. Easily one of the best maps submitted
I dunno about linking the 3rds, terran will slow push that vP and it's unflankable. And PvZ your probably couldn't FE.
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On February 03 2010 09:15 Pyrrhuloxia wrote:Show nested quote +On February 01 2010 21:41 the-Undermind wrote:On February 01 2010 14:41 Urth wrote:(2)Inverse Invasion http://www.mediafire.com/?ntwjzm31y0qFirst try at a map *small main *can wall off natural w/ supply supply rax *backdoor min only, with 32 min patch separating bases, can glitch workers through *short route to 4th gas/faster backdoor route to 3rd gas protected by 2 stacked overmind cocoons This post was originally meant to criticize your map. Then I realized that I was reading your comment wrong (I just woke up, cut me some slack) and have nothing but compliments. Easily one of the best maps submitted I dunno about linking the 3rds, terran will slow push that vP and it's unflankable. And PvZ your probably couldn't FE.
Fair enough about the linked thirds, that is a bit... :S
I still think that it would be really fun to play on :D
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You sir, have just stolen 1st place in this contest away from everyone else.
GG
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Shaira has its own thread!! All updates will be posted here.
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omg that's some mc escher shit right there
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Final stretch. Get your last submissions and edits in asap . Will update OP as well as create a mappack at the end of the week.
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I'll have mine in this afternoon. Extreme last minute.
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On February 03 2010 08:34 Moaf_ wrote:(2) Space Blues Theme: Decimated Earth Link I think this is awesome, and it would be more awesome if the middle was larger
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Very possible final version is up:
Up date
- Removed the mineral block on the bridge
- Added a mineral only at the 12 and 6 o'clock expos. This way players have a easer, closer expo 2 take.
- Added a gas to the previous mineral only at 5 and 2 o'clock expos. Gas has 3000(not regular amount).
- All neutral buildings are ling proof and work fine.
- The swarm also works (Doesn't crash game)
- And all doodad are now in place
-Deco is also 100% done
link to dl is here: http://www.panschk.de/mappage/comments.php?mapid=4013
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Aaaaah the snow!! Very bright ingame =\
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Asarin
Map for Husky's competition. Found Temples (well, it's one but the HERO DTs are guarding the khaydarin crystals needed to access the temple. Crappy plot, I know)
I've done testing, fixed tank spots and such, though since it was made by me, deco isn't that good. Backdoor to natural is blocked by the natural's mineral line. One patch has 100 minerals to mine out quickly. The khaydarin crystals are the second blockade, and can be taken out by workers. Middle one has to be taken out for hydras to get through. Taking out one side crystal can let lings through. Last blockade are neutral DTs. Both need to be taken out for hydras to get through, one for lings.
I made the natural's choke a bit small to compensate for any possible tricks using the backdoor. The main has 9 minerals (Top right and bottem left have them stacked so horizontal isn't as bad) and the nats have 7, though one has 100 minerals so it's probably more like 6, kinda balancing out the small nat choke, forcing you to expand more and helping Zerg a bit.
The stasis cells are ling tight.
That's about it. Only problem I've found is the pathing issue that may or may not still exist for the top left and bottom right mains when you move units from there to start locations clockwise to them. Isn't too big of a problem if you just rally to the edge of or outside the natural, though I'm planning to fix it when I have time.
Suggestions are welcome. Melee Obs
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Shaira 1.0
(Warning Big Picture) + Show Spoiler +
Infos
Mains Expansions. 9x 1500 Minerals 1x 5000 Vespene Gas
6/12 O'Clock Expansions 8x 1500 Minerals 2x 2500 Vespene Gas
3/9 O'Clock Expansions and Naturals 8x 1500 Minerals 1x 5000 Vespene Gas
Mineral Only Expansions 8x 1500 Minerals
Center Expansion
24x 300 Minerals 4x 1200 Vespene Gas
10x Stacked 0 Minerals - Mining allows small amounts of units through. 3x Ion Cannon 2000 HP - Destroying allows large amounts of units through.
OBs [Version. 1.0] Melee [Version. 1.0]
Finally done, if you have any suggestions I think I still got time to edit em in!
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Neo Olympia Theme: Found Temples Players: 2 (11, 1) 128x128 Space by N2Lucky-X or TriniMasta[wD] http://www.mediafire.com/?hlt5jj0odj2 (OBS) http://www.mediafire.com/?zjd0wejylmm (MELEE 1v1)
Version Changes: 1.1 Island expansion was added while fixing mineral placements in main 1.2 Gas placements were fixed and the terrain was made to play better Neo- Mineral only with Xel NaGa temples added in main (6 patches) - Minerals (16) blocking first ramp to cut rush distance in this 2 player map.
p.s. I think you should make a 9 min vid going through all the map (using pictures) briefly, giving your opinion, critisizism, etc. That would be nice! (and is this the only space map? Sorry i didn't wait for all images to load)
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On February 04 2010 16:46 TriniMasta[wD] wrote: I think you should make a 9 min vid going through all the map (using pictures) briefly, giving your opinion, critisizism, etc. That would be nice! Good idea, though your map picture sucks. Take it from scmdraft2.
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Edit: 3 hours left now. Will be checking this around 1pm and making a post saying its closed. Hope you all have your final versions in
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Husky make sure 2 dl the latest version of my maps both Spider Monkey and Pixys Wish, because There has been some small but important modifications.
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On February 05 2010 03:23 sTYleZerG-eX wrote:Husky make sure 2 dl the latest version of my maps both Spider Monkey and Pixys Wish, because There has been some small but important modifications.
I will make sure to, I havent actually downloaded any of the maps yet, going to go through the post in reverse order and make sure I get people's newest posts.
In a week or so I should have a map pack ready for everyone to download and try out.
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**** CONTEST IS NOW CLOSED ****
Will be compiling the maps into a map pack and updating OP to reflect all the entries in the next 5-6 days.
Thank you to everyone who has entered!
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Wow so 43 maps are running 4 it, may I suggest + than just 3 winners? Maybe make it 5? After all I do think that there are at least 5 maps worth having as winers.
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Yeah there is going to be waaaaaaaaay more than 3 of these maps used for the tournament. I'm honestly thinking of having a different map pool of 3 used for each round of the tournament.
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Alright. I believe I have the OP updated as much as possible.
PLEASE message me if I forgot to update your map or add it to the list. No more submissions are being accepted now. 49 should definitely be enough to declare this contest a success.
In the next 5-6 days I will be compiling all the maps into a map pack and create another thread for voting. I would like to thank everyone who participated as the response to this contest went far beyond anything I had expected.
If nothing else this contest has poured almost 50 new maps in to the SC community. I look forward to using them in my next contest .
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O so we can update already existing map ? If sow sweet because I might get 1 for my map pixys wish
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Currently only missing downloads for 'Rush Me' and 'Imperial Scars'.
I will give them a day to get back to me before I release the map pack.
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On February 05 2010 12:16 sTYleZerG-eX wrote: O so we can update already existing map ? If sow sweet because I might get 1 for my map pixys wish
I have already added the current maps into the map pack. Just waiting on 2 final download links before I release the pack probably sometime tomorrow.
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Well, I was just playing on my map, and I realized there was a tile that was unbuildable in an expansion, where the hatchery/nexus/CC should be. I didn't catch this earlier because when I was playing against the computer, i did see it build its nexus outside of the optimum area, but I thought it was the ai's fault. I've seen it do weird things like that before. The tile is sand dune, looks completely normal, except that it doesn't mesh with the other tiles around it. I'm guessing that we cannot update an already existing map, but if anyone wants the patched version, here it is.
with observers http://www.mediafire.com/?yxjyyozoxdt
without observers http://www.mediafire.com/?utgydeuywnh
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On February 04 2010 17:34 neobowman wrote:Show nested quote +On February 04 2010 16:46 TriniMasta[wD] wrote: I think you should make a 9 min vid going through all the map (using pictures) briefly, giving your opinion, critisizism, etc. That would be nice! Good idea, though your map picture sucks. Take it from scmdraft2. i did >.> Ramps On reminds me of Katrina... I would like to see 2 base carrier in Husky's contest!
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I just tested the maps with triggers and such and I want to say you guys did a great job! Xel'Naga watch towers, teleport portals, recall animation at the start.... all awesome ideas and good execution. Would have liked to see more stuff like that, but either way its going to be nearly impossible to pick my favorite 3.
I will be making a map pack thread fairly soon (day or two) with voting. I'll update this thread with a link once its up
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Hey guys, I know the contest is over, but I just updated my map. I had it done awhile ago, but I forgot to upload it due to how busy I was with midterms.
http://www.staredit.net/files/1856/
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Hey Husky I'm the creator of Olympia. Some people say that the gas in main is hard to build (ur mouse has to be a little north to build on geyser) I know u compiled the pack, but this is an update! You can still build a gas in the one u updated. and SOME people complain u cant build scanner at 1 o clock, while some say u can? idk but im really sorry! http://www.mediafire.com/?hlt5jj0odj2
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5-6 days? Common, be respectful to people who make your thread a success. Putting it to a vote is lazy enough as it is.
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I don't know if its still allowed but I made some changes to my map. The 1.0 version's still up but newest is 1.01 (I don't know how to come up with names so just increasing by random amount every time :D)To Thread
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On February 07 2010 03:45 Nub4ever wrote:I don't know if its still allowed but I made some changes to my map. The 1.0 version's still up but newest is 1.01 (I don't know how to come up with names so just increasing by random amount every time :D) To Thread
I am going to be updating the final map pack here in an hour or so since it seems like some of the obs versions were outdated. I'll toss yours in but this is really the final version
On February 07 2010 01:24 Chef wrote: 5-6 days? Common, be respectful to people who make your thread a success. Putting it to a vote is lazy enough as it is.
Yes. I am lazy. It has nothing to do with IRL stuff like, say, having to be out of town for the next 4 days. But now that I know I'm lazy I can finally confront the real problem. I'm sorry to those who I have let down by being so lazy.
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Husky I'm pretty sure even YOU know this. Not a SINGLE person will play on EVERY SINGLE map. Im sure SOME DECENT people will take a look at the pictures, but definitely not play all the maps. =(
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Tbh I'd love to play spider monkey =\ that map looks soo awesome.
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The map pack has been uploaded so all maps in there are FINAL. No updates can be added to the map pack from here on out.
I will be making a thread for voting/downloading the map pack in the coming days.
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On February 07 2010 08:05 HuskyTheHusky wrote:Show nested quote +On February 07 2010 03:45 Nub4ever wrote:I don't know if its still allowed but I made some changes to my map. The 1.0 version's still up but newest is 1.01 (I don't know how to come up with names so just increasing by random amount every time :D) To Thread I am going to be updating the final map pack here in an hour or so since it seems like some of the obs versions were outdated. I'll toss yours in but this is really the final version Show nested quote +On February 07 2010 01:24 Chef wrote: 5-6 days? Common, be respectful to people who make your thread a success. Putting it to a vote is lazy enough as it is. Yes. I am lazy. It has nothing to do with IRL stuff like, say, having to be out of town for the next 4 days. But now that I know I'm lazy I can finally confront the real problem. I'm sorry to those who I have let down by being so lazy. It takes literally half an hour, and you've known about this in advance for about a month lol. Yes, you are being lazy, no need to be smarmy too. Your ability to browse TL is proof enough you're not that fantastically busy.
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Darn, I just learned about this now. How terrible.
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On February 08 2010 03:14 Chef wrote:Show nested quote +On February 07 2010 08:05 HuskyTheHusky wrote:On February 07 2010 03:45 Nub4ever wrote:I don't know if its still allowed but I made some changes to my map. The 1.0 version's still up but newest is 1.01 (I don't know how to come up with names so just increasing by random amount every time :D) To Thread I am going to be updating the final map pack here in an hour or so since it seems like some of the obs versions were outdated. I'll toss yours in but this is really the final version On February 07 2010 01:24 Chef wrote: 5-6 days? Common, be respectful to people who make your thread a success. Putting it to a vote is lazy enough as it is. Yes. I am lazy. It has nothing to do with IRL stuff like, say, having to be out of town for the next 4 days. But now that I know I'm lazy I can finally confront the real problem. I'm sorry to those who I have let down by being so lazy. It takes literally half an hour, and you've known about this in advance for about a month lol. Yes, you are being lazy, no need to be smarmy too. Your ability to browse TL is proof enough you're not that fantastically busy.
I don't know why you think me making the next thread a little later than after when the conteset ends as being 'lazy'. Like, why does it even matter?
And I dont know if you were too lazy to read the OP... but it specifically says
JUDGING: Final decisions on which 3 maps win this contest will be decided by me for originality, enjoyment, practicality, balance, and whatever else I think makes it a great map. A poll will be held to influence my decision but not to make it for me.
-_-;;
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Hey, im the author of the map Velocity.
I currently have no access to internet at home so i can't update my map velocity. I found alot of "mistakes" i made and i can't correct them at the moment. As soon as i get my internet back i will fix the problems (mostly some un-minable minerals and the temples in-base won't show up when you play the map since they are outside of the maps borders)
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Velocity is one of my favorites, depending on how voting is set up, it will probably get mine regardless.
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Lovely stuff and quite a few cool maps - though now that the list is finalized I'm suffering from information overload! :D
Looking forward to be watching and playing some games on the final selection - this is a very inspiring initiative, just the kind of stuff the community needs.
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my revised one i hope it worked
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Netherlands6142 Posts
Only played 2 maps so far, and just TvZ at that.
Abahus Kydan
14 CC can pretty much not be stopped - I'd even do it vP. Main is way too big though (the rally from rax/facts to choke is way too distant), as is the distance nat - choke. My opponent had to build a creep colony in order to expand creep so he could build sunkens at the right place. IMO redo this map making it less wide (96 x 128?). He also tried to expand but couldn't find a good spot - which, looking at the map afterwards sounds true enough. Also when I shift-tabbed the neutral buildings became red and I became some fucked up brown/black colour.
Huskyland Spawning top right I couldn't build a scanner at my natural. Got raped by Lurkers. This pissed me off.
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