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[Vote] Map Making Contest - Page 6

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 13 2010 11:03 GMT
#101
1) Pixys wish
2) Spider Monkey
POGGERS
538
Profile Blog Joined November 2008
Hungary3932 Posts
February 13 2010 12:07 GMT
#102
1) Space Blues
2) Pixys wish

There are 7-8 other very nice maps here, it was hard to pick, gj all
BW fighting!
spamrai
Profile Joined February 2009
1 Post
February 14 2010 08:40 GMT
#103
1) The Lost War
2) Sandstorm Basin
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
February 14 2010 08:51 GMT
#104
1. Huskyland
2. Pixys Wish
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
splorygon
Profile Joined September 2009
18 Posts
Last Edited: 2010-02-15 20:39:14
February 14 2010 15:21 GMT
#105
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +
  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)

[edit]
+ Show Spoiler [Another issue] +
Space Blues - 6 o'clock center expansion has 2 mineral patches that make workers stop mining after 1 trip and also workers don't move to those 2 patches after all the other patches are saturated/mined out
[/edit]
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 15 2010 00:57 GMT
#106
On February 15 2010 00:21 splorygon wrote:
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +

  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)


Thanks for the feedback on Asarin. Don't think the gap between 1 tile and 2 tiles is too big and moving units back shouldn't be that big of an issue.
Crystals are supposed to be annoying =D.
Dunno about the stasis cells. They should work. If not, they will in the fixed version.
32
Profile Joined February 2010
United States163 Posts
February 15 2010 01:05 GMT
#107
On February 15 2010 00:21 splorygon wrote:
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +

  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)


You said so many of these maps (including mine) were imbalanced because of the positioning of the gas. I wouldn't bother you with this, but you said that about so many peoples maps that it does kind of irritate me. You may be right that the gas is positioned unfairly on these maps, but I think these differences are so small they really shouldn't affect your voting. That being said, I'm glad you took your time going over the maps, finding things you didn't like in most maps before voting. It's nice to know someone took the time to look at my map.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
February 15 2010 06:16 GMT
#108
When does this end ?
10%
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
February 15 2010 06:19 GMT
#109
When your maps stop winning!
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
dyren
Profile Joined December 2009
United States260 Posts
February 15 2010 06:30 GMT
#110
On February 15 2010 00:21 splorygon wrote:
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +

  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)


Unfortunately Muessoloc 1.6 was in the mappack instead of 1.7 (improper numbering aside.) Could've been my fault for not updating BWM but I'm fairly certain it's updated... maybe Husky didn't download the latest ver. The mineral issue was fixed.
(╬ ಠ益ಠ)
splorygon
Profile Joined September 2009
18 Posts
February 15 2010 20:54 GMT
#111
On February 15 2010 10:05 32 wrote:
Show nested quote +
On February 15 2010 00:21 splorygon wrote:
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +

  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)


You said so many of these maps (including mine) were imbalanced because of the positioning of the gas. I wouldn't bother you with this, but you said that about so many peoples maps that it does kind of irritate me. You may be right that the gas is positioned unfairly on these maps, but I think these differences are so small they really shouldn't affect your voting. That being said, I'm glad you took your time going over the maps, finding things you didn't like in most maps before voting. It's nice to know someone took the time to look at my map.

I was voting assuming the maps in the map pack are the final versions to be used in the tournament. There were plenty of maps that I wanted to vote for but since we are limited to 2 votes I took into account any obvious problems like positional imbalances. One extra worker needed for optimum gas mining in one position but not the other makes a big difference when both sides have few workers in the early game.
32
Profile Joined February 2010
United States163 Posts
Last Edited: 2010-02-15 23:46:25
February 15 2010 23:44 GMT
#112
On February 16 2010 05:54 splorygon wrote:
Show nested quote +
On February 15 2010 10:05 32 wrote:
On February 15 2010 00:21 splorygon wrote:
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +

  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)


You said so many of these maps (including mine) were imbalanced because of the positioning of the gas. I wouldn't bother you with this, but you said that about so many peoples maps that it does kind of irritate me. You may be right that the gas is positioned unfairly on these maps, but I think these differences are so small they really shouldn't affect your voting. That being said, I'm glad you took your time going over the maps, finding things you didn't like in most maps before voting. It's nice to know someone took the time to look at my map.

I was voting assuming the maps in the map pack are the final versions to be used in the tournament. There were plenty of maps that I wanted to vote for but since we are limited to 2 votes I took into account any obvious problems like positional imbalances. One extra worker needed for optimum gas mining in one position but not the other makes a big difference when both sides have few workers in the early game.


ok, fine I still don't really agree, but that's just me. Maps should be as balanced as possible. It just annoyed me, and I still don't think it should affect you voting that much. The contest wasn't just about balance, I think creativity is a large portion of the contest as well. Also don't mean to sound rude. Thanks for testing the maps.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
February 16 2010 02:36 GMT
#113
Where are the results 4 this comp ? February 14 is long passed :{
10%
Fruscainte
Profile Blog Joined December 2009
4596 Posts
February 16 2010 02:38 GMT
#114
It's only a day after it bro >.> Husky needs to test them out still probably, and do some contemplating.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
February 16 2010 18:00 GMT
#115
lol yeah I'm no hurry but I thought he had some type of tourney.
10%
ccou
Profile Joined December 2008
United States681 Posts
February 16 2010 19:02 GMT
#116
1) Rhine
2) Montezuma
Wake up Mr. B!
Husky
Profile Blog Joined May 2009
United States3362 Posts
February 16 2010 19:10 GMT
#117
Sorry guys, had some stuff come up.

I'll be getting back to this as soon as I can <3
Commentaries: youtube.com/HuskyStarcraft
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
February 17 2010 19:10 GMT
#118
On February 15 2010 09:57 neobowman wrote:
Show nested quote +
On February 15 2010 00:21 splorygon wrote:
1) Order 227
2) Absolute Truth
+ Show Spoiler [Issues with some of the maps] +

  • Ancient River - Positional imbalances
  • Archaeology - Positional imbalance (gas)
  • Blood Red Skies - Positional imbalances
  • Freezing Point - Positional imbalance (gas)
  • Gardens of Aiur - Third gas requires killing of a temple and hard to defend since it's unbuildable and far.
  • Half Tide - Positional imbalance (gas)
  • Imperial Scars - Positional imbalance (gas)
  • Bowser (Invaders) - Positional imbalance (gas)
  • Inverse Invasion - Terran can land cc at islands to expand, no need for dropship tech.
  • Neo Olympia - Positional imbalance (is that terrain assistance supposed to trick only the 1 o'clock player to place their CC/Nexus/Hatch further from the minerals?)
  • Ooziiki Landing - Positional imbalance (12 o'clock has creep on high ground while 6 o'clock has creep on low ground)
  • Ramps On - No good simcity for ZvZ since space between hatchery and minerals is unbuildable
  • Sandstorm Basin - Natural resources for 1 o'clock spawn owned by player 2
  • Shadow Run - Tanks can be dropped at all the cliffs overlooking almost every expansion and main.
  • The Lost War - Map is too good (no bias whatsoever here)
  • Y3K - Positional imbalance (gas)
  • Yao Floss - Positional imbalances
  • Muessoloc III - 1 o'clock main resources too far (misplaced start location making gas/minerals 1 tile further than other bases)
  • New 3.6.9 - Positional imbalance (gas)
  • Alomogordo - Terran can land CC at 12 and 6 expansions and zerglings can get past power generator at 6 o'clock but not 12 o'clock.
  • Asarin - Positional imbalances (Stasis Cells at 9 o'clock don't spawn and naturals with vertical mineral lines get less space to move out back after mining out the 100 patch); The crystals annoy me since they make workers unable to gather resources when they pick them up (especially annoying when transfering workers and they move through that back path)
  • Cairo 2428AD - Positional imbalance (gas)
  • No Telling - Bottom bases have smaller chokes to reach backdoor expansion from main
  • Shaira - Vertical push distances too short.
  • Velocity - Positional imbalance (temples on the right side of the map don't spawn allowing those positions to take their mineral only much easier)


Thanks for the feedback on Asarin. Don't think the gap between 1 tile and 2 tiles is too big and moving units back shouldn't be that big of an issue.
Crystals are supposed to be annoying =D.
Dunno about the stasis cells. They should work. If not, they will in the fixed version.


I've fixed Velocity now including the mineral onlines at 12 and 6 o'clock.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
February 17 2010 19:18 GMT
#119
1)Space blues
2)Spider Monkey

Some maps are really strange and unplayed :/
Anyway i cant do better so gj all
I Can Fly...
dyren
Profile Joined December 2009
United States260 Posts
February 24 2010 03:07 GMT
#120
On February 17 2010 04:10 HuskyTheHusky wrote:
Sorry guys, had some stuff come up.

I'll be getting back to this as soon as I can <3

*Cough* SC2 *Cough*

<3
(╬ ಠ益ಠ)
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