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DOWNLOAD MAP PACK HERE! http://www.teamliquid.net/staff/Kennigit/Contest_Maps.rar
Alright, so the map making contest has finally ended and this is the thread that is going to be used for voting!
Overall there was 49 maps submitted by Team Liquid members, (one map with two versions = 50) which makes my job of picking the top 3 pretty damn difficult. Please preview the below images of the maps and test them out before voting!
Maps submitted:
2 Player Maps: 38 3 Player Maps: 2 4 Player Maps: 10
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Note: As was stated in the original thread, I am going to be making the final decision on which 3 maps are to be used in the coming tournament finals (and thus, winning this contest). MOST OF THE OTHER WELL-MADE AND CREATIVE MAPS WILL BE USED FOR DIFFERENT STAGES OF THE TOURNAMENT. (Lots more info on the next contest/tournament after voting closes!)
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**Full list of maps** (Image Heavy!)
+ Show Spoiler +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 ![[image loading]](http://i72.photobucket.com/albums/i171/OodieM/2ImperialScars-1.jpg) 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 ![[image loading]](http://www.panschk.de/mappage/pics/4023.jpg) 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
How to vote: Post in this thread with your top TWO choices. For example: 1) Freezing Point 2) Cragflake
IMPORTANT: Accounts that vote must have been created before the date of this thread posting!
Voting will close Sunday February 14th, 11am PST (Same time as Sunday TSL starts)
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vote for my map!!!! woo its fixed! anyways, its willpower
1.willpower 2.space blues
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1) Pixys Wish 2) Spider Monkey
Not voting self. Don't really feel like it. Nonetheless, please vote Asarin because I am awesome.
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On February 08 2010 08:21 Kenpachi wrote: vote for my map!!!! fuck the image is still broken here t_t... anyways, its willpower
1.willpower 2.space blues
PM me a new link and I can update it.
Edit: Voting for your own map is fine btw.
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1) Muessoloc III 2) Spider Monkey
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1) no telling 2) montezuma
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1) Muessoloc III 2) Ancient River
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1) Muessoloc III 2) Huskyland
its pretty evident a lot of the map makers don't play zerg.
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Voting for yourself is fine? I guess it's just bad form but since the votes don't really matter.... >.>
Looking at all the maps.. brb
1) (2)Rhine 2) (2)Space Blues
3) this would be Pixy's Wish which I really liked overall except playing it there were some problems with pathing and placing of the Nexus at the mineral-only.
Rhine is dope! I like the layout and gameplay a lot!
Space Blues is also dope, really good work on the map itself.. feels solid and a-standard. And Cowboy Bebop is the SHITTT.
Great contest, I am glad there was so much interest which meant a lot of competition!
GL all
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On February 08 2010 09:02 dyren wrote: Voting for yourself is fine? I guess it's just bad form but since the votes don't really matter.... >.>
Looking at all the maps.. brb
1) 2)
vote for your own map. it's actually pretty good, relatively balanced in most mus
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1) Asarin 2) 3.6.9
Without a doubt
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1) Shaira 2) Spider Monkey
Shaira FTW :D though the pic is outdated
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1) Blood Red Skies 2) Asarin
I especially like the inventive tiling on Blood Red Skies, and the absurd number of gimmicks
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1: Montezuma 2: Imperial Scars
Ps: Husky could you change the image to the latter of the two I have posted for imperial scars? plz & thnx xD
I love how fresh Montezuma looks and IMO it is the most original
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1) Ancient River 1) Order 227
I like my map best because I am me, but here are the two I like the most besides my own.
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1, space blues 2. lost war
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Loli
60 Posts
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1. Garden of Aiur 2. Asarin
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1. Stitgib 2. Sandstorm Basin
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1) Spider Monkey 2) Space Blues
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1) Neo Olympia 2) Cairo 2428
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1) Rush me 2) Temple Terror
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1) Beyond Death 2) Cragflake
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1) Inverse Invasion 2) Rhine
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1. Absolute Truth 2. Huskyland
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1. Montezuma 2. Spider Monkey
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Lots of good maps o_o
I guess im voting aswell, no need to vote on Spider Monkey as im confident it gets the first place (take that as a bet).
1. Asarin (awesome map)
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1) Sandstorm Basin 2) Stone Hill
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Space Blues Edit: Good Asarin Edit: Decent Alomogordo Edit: Semi-Decent Rhine Edit: Good Stone Hill Edit: Decent
Looks like decent maps, Havent decided yet, will update with my vote.
1) Spider Monkey
Stilllllllll deciding 2nd map 
2) Rhine, because Stone Hill has a temple, which when u kill u can get directly into main through a huge ramp, and I dont like it .
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(1) Greenland (2) Huskyland
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1) Space Blues 2) Greenland
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1) Split end 2) Gardens of aiur
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1) Muessoloc III (I beat Husky on this map kekeke) 2) Asarin
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1) Alomogordo 2) Huskyland
Balanced maps ftw.
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I'm not voting, but these are the maps I like and are worth checking out ( They are on no particular order) ( And sry if ur map is not here, I probably 4got about it, and I bet its good 2 ) Definitely take a good look at these and open them with scmdraft2 or starcraft:
Spider Monkey, Space Blues, Asarin, Muessoloc III, Huskyland, Pixy's Wish, Rhine, Tarsonis Invasion, Split End, Greenland, and definitely rush me <----- might be my favorite.
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Wow, so many maps.
1. Pixy's wish (33) 2. Shaira (34)
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Really hard decision to make, my top 2 are:
1. Blood Red Skies 2. Velocity
and my noticable mentions that are up there with them: + Show Spoiler +Rhine Bowser Cairo 2428 Space Blues Montezuma
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1) Space Blues 2) Velocity
I especially like the inventive tiling on Blood Red Skies, and the absurd number of gimmicks
Yay thx! First map i did ever anyways.
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1) Stone Hill 2) Freezing Point
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1) Rush Me 2) Ancient River
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No one likes shaira lol
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On February 08 2010 12:26 Nightmarjoo wrote: 1. Pixys Wish 2. Asarin NMJ actually put my map into his vote!
*Faints and soul goes to heaven*
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On February 09 2010 06:01 Nub4ever wrote:No one likes shaira  lol single bridge from expo = no go. :o)
My votes: 1) Sandstorm Basin 2) Space Blues
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On February 09 2010 06:09 neobowman wrote:NMJ actually put my map into his vote! *Faints and soul goes to heaven* its a good map. actually the best imo. most of the map makers are way too lazy to make something like yours. >>...
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1. Asarin 2. Rhine
Was tough deciding top two, but the top 5 or so for me were clearly superior to the rest.
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On February 09 2010 06:21 XsebT wrote:single bridge from expo = no go. :o) My votes: 1) Sandstorm Basin 2) Space Blues Bridge actually looks huuuuuge ingame
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wish the creators would put dimensions. Some maps look fun, but too small based on the images.
1) Stone Hill 2) Cragflake
WTF, Rush Me and Yao Floss. SCV's FTW on Rush Me. Yao Floss is just wacked.
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On February 09 2010 06:01 Nub4ever wrote:No one likes shaira  lol some naturals are wayyyy too hard to walling and containing behind the bridges is insane. Even tho there's backdoor entrance, you can't get a high ground advantage walking out of there through small choke, so it might be reallllllly hard :}. Also I don't support the Idea that you can kill that neutral building, mine the minerals and just run your whole army straight into opponents main .
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1. spider monkey just looks like too much fun 2. 3.6.9, space theme with actual space to fly around. just reminds me of oldschool space maps
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I would have done one of these mysefl if I had any mapmaking skillz. My votes are: 1)Spider Monkey 2)3.6.9
Grats to everyone who worked hard to make these maps!
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1 - Muessoloc III 2 - Rush Me
Honorable mention to Rhine.
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1) Rush me 2) Sandstorm Basin
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Updated the pic
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Wow, someone actually voted for mine LOL took me about 2 hours to make
1) Muesseloc III 2) 3.6.9
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Damn, I got 4 votes, about as much as I hoped for 
My votes (Not including my own)
Best map: Rush me 1. Willpower 2. Stonehill
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1) Rush me 2) Cragflake 3) Huskyland
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My favs are:
Way to Aiur Reclusion Loki's Trap (mine) Muessloc III Greenland
And HM to:
Cairo 2428 (would like it more as 2 player map tho, Forge FE at top or bottom looks quite hard) Spider Monkey (maybe z imba because of the super short air distance?) Cragflake (good overall except the natural design, Forge FE looks imposible again) Rhine (Looks awesome but... imposible to 12 hatch?)
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Besides my map {Bowser}.
1. Space Blues 2. Velocity
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I still don't have access to internet at home so i can't fix my map for a little while.. Im wondering if someone can do it for me. Some mineral patches at the 3rd gas expos (and the min-onlies next to them) and main min-onlies are unminable by workers and most of the temples won't show up in-game. Im not aware of any other stuff though.
On February 09 2010 10:57 T.n.T wrote: Wow, someone actually voted for mine LOL took me about 2 hours to make
1) Muesseloc III 2) 3.6.9
Lul, mine also took 2 hours(mostly playing around with the ramps..then another 1-1.5 hours decorating 
Im also surprised i've got 3 votes so far, didn't even expect a single one rofl.
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Netherlands6142 Posts
Can the vote deadline be delayed, it's a LOT of maps to test :/
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1) Spider Monkey 2) Sharia
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On February 10 2010 02:11 Pholon wrote: Can the vote deadline be delayed, it's a LOT of maps to test :/
I have to keep the deadline as there is another stage to the contest that I need to get moving out. Sorry for only allowing 1 week, as it took me like 4 hours to get through less than half the maps.
I will just post as a reminder that most of the decently well made maps are going to be used in the next contest, so regardless of if they 'win' or not they will still get about the same coverage.
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I REALLY like that people are playing for balance. Think this is good for me... hopefully.
Not voting for my own map, I pick:
1) Velocity 2) Split End (amazing map)
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1) Tarsonis Invasion 2) Space Blues
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On February 09 2010 19:15 Salteador Neo wrote: My favs are:
Way to Aiur Reclusion Loki's Trap (mine) Muessloc III Greenland
And HM to:
Cairo 2428 (would like it more as 2 player map tho, Forge FE at top or bottom looks quite hard) Spider Monkey (maybe z imba because of the super short air distance?) Cragflake (good overall except the natural design, Forge FE looks imposible again) Rhine (Looks awesome but... imposible to 12 hatch?) Rhine isn't impossible to 12hatch, can look at the replays on this page: http://www.panschk.de/mappage/comments.php?mapid=3991
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Russian Federation1612 Posts
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1) Sandstorm Basin 2) Montezuma
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1.shaira 2 velocity
mac = fail @ starcraft editor. and i have a mac. fuck. i wanted to do this contest.
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On February 10 2010 02:11 Pholon wrote: Can the vote deadline be delayed, it's a LOT of maps to test :/ No matter what these maps couldn't be tested properly. Might as well just vote for the prettiest jpeg like everyone else
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notice most of maps voted for are in the beginning? I really doubt anyone (im sure some of u did !) went thru ALL the maps
1) Neo Olympia 2) Rush Me EDIT: 2nd was going to be Montezuma but the abundance of testings on iCCup are desperation. I am fine with seeing testing, but I have seen the exact maps being tested OVER AND OVER again as I go on iCCup. EDIT: And I meant before the map pack and voting came out!
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Netherlands6142 Posts
On February 10 2010 09:01 Chef wrote:Show nested quote +On February 10 2010 02:11 Pholon wrote: Can the vote deadline be delayed, it's a LOT of maps to test :/ No matter what these maps couldn't be tested properly. Might as well just vote for the prettiest jpeg like everyone else 
Well I dunno, it's a map contest rather than a jpg contest right. If the map isn't playable than imo it shouldn't win :/ I can't sit down with some friends and play through them unless it's weekend and maybe maximum 10 maps per go.
Can't we organise a map-test night where we rack up some playrs willing to test this, we pair them according to skill and have them play some of these maps.
edit: In fact,
If anyone has time tonight or friday afternoon/night from, say, 19:00 CET, you're not Terran and you're D high/low D+ level drop me a PM or look me up on ICC ( [CPL]Pholon or just Pholon ) to play some of these maps.
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Here is my vote:
1.Velocity (amazing map I hope it wins this contest) 2.Cragflake (by the looks of it,it's a very good map)
Maps that are good but I didn't vote for them and why: + Show Spoiler + Spider Monkey: A lot of details,my head is going to explode! Asarin: Is it me or the expansion on the lef side of the main (5 o'clock) has a nexus and all the other expansion of all mains don't have it? Split End: Cool map just didn't make it to the second place!
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Velocity is looking hot.
Order 227 is looking nice and balanced also.
Those are my votes.
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On February 11 2010 02:48 elow wrote:Here is my vote: 1.Velocity (amazing map I hope it wins this contest) 2.Cragflake (by the looks of it,it's a very good map) Maps that are good but I didn't vote for them and why: + Show Spoiler + Spider Monkey: A lot of details,my head is going to explode! Asarin: Is it me or the expansion on the lef side of the main (5 o'clock) has a nexus and all the other expansion of all mains don't have it? Split End: Cool map just didn't make it to the second place! In Asarin, the nexus is just a picture error. It's not there in a real game.
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When is voting finished? And when will the results B final?
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On February 10 2010 18:41 Pholon wrote:Show nested quote +On February 10 2010 09:01 Chef wrote:On February 10 2010 02:11 Pholon wrote: Can the vote deadline be delayed, it's a LOT of maps to test :/ No matter what these maps couldn't be tested properly. Might as well just vote for the prettiest jpeg like everyone else  Well I dunno, it's a map contest rather than a jpg contest right. If the map isn't playable than imo it shouldn't win :/ I can't sit down with some friends and play through them unless it's weekend and maybe maximum 10 maps per go. Can't we organise a map-test night where we rack up some playrs willing to test this, we pair them according to skill and have them play some of these maps. edit: In fact, If anyone has time tonight or friday afternoon/night from, say, 19:00 CET, you're not Terran and you're D high/low D+ level drop me a PM or look me up on ICC ( [CPL]Pholon or just Pholon ) to play some of these maps. LOL maybe you should make it low/mid D rank so you don't get rolled it would be hard to judge it then 
I can play tonight n_n Shotgun us playing mussoclogloxlcos III or w/e it's called and also Rhine.
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Netherlands6142 Posts
Okay I'll keep track of our progress here:
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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1)Sandstorm Basin 2)Spider Monkey
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So what is the vote count so far?
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Muessoloc III looks exactly like the original colosseum haha
1) Asarin 2) 3.6.9
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1) Space Monkey 2) Willpower
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On February 12 2010 21:53 Abenson wrote: 1) Space Monkey 2) Willpower
Space Monkey?
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1. Space Blues 2. Spider Monkey
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1) 3.6.9 2) Tarsonis Invasion Ugh, I hate excessive neutral buildings.
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lol u are soooo0000000oooOO late Husky said no + up dates.
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too bad kinosjourney, if he lets you, there is no reason that he doesn't for other people
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If you want to test maps, seriously just host them with obs on iccup and people will usually come. It's best to do when europeans are online because they are most likely to actually give you a couple games even if they don't know the map. Also, it helps to reveal the map like war3 before hosting it so its more fair to the random people that come.
This is how I tested montezuma and it definitely paid off when tweaking it for balance because I could get to play / obs lots of games and different MU's on it.
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Hyrule19057 Posts
Velocity is too symmetrical for being made entirely of natural tiles.
Montezuma Space Blues
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konadora
Singapore66163 Posts
1) Pixys wish 2) Spider Monkey
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1) Space Blues 2) Pixys wish
There are 7-8 other very nice maps here, it was hard to pick, gj all
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1) The Lost War 2) Sandstorm Basin
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Philadelphia, PA10406 Posts
1. Huskyland 2. Pixys Wish
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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]
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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.
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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.
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When your maps stop winning!
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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.
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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.
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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.
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Where are the results 4 this comp ? February 14 is long passed :{
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It's only a day after it bro >.> Husky needs to test them out still probably, and do some contemplating.
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lol yeah I'm no hurry but I thought he had some type of tourney.
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Sorry guys, had some stuff come up.
I'll be getting back to this as soon as I can <3
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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.
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1)Space blues 2)Spider Monkey
Some maps are really strange and unplayed :/ Anyway i cant do better so gj all
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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
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Will we ever get rid of our the suspense ? Will we have an end 2 this chapter ?
.... lol 3 weeks now?
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If you guys think this is a long wait for the results of a mapping competition, you need to go to bwm more often.
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way to advertise a site, Nightmarjoo :D
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I just wanted to be sure people had not entirly forgot about this thread, since the last post was not answered
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In bwm, it takes 6 months to finalize a 1 month contest XD. Though it's never forgotten. Just ignored. Not sure about here.
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Yeah I was not sure either, an i didn't want if 2 be forgotten so I gave it a little bump a couple of days ago.
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Taiwan619 Posts
rush me lmao
1. 3.6.9. 2. Shaira
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God, I took all long to load all those images and look through all the maps and the best 2 picks were like right at the start >.< (well actually I like pixy better than spider)
1) Muessoloc III 2) Pixys Wish
Runners up Spider Monkey & Greenland
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Excuse me, is this contest still alive? o.o
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Ugh my map was so bad. Good theme, bad execution. One of the mains is just WAY too big. I appreciate it being included, the like 2 votes it got, and no one being a dick about it.
<3
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Heh, my map sucks. Should have made it in rotational symmetry. 
Seems like Husky have forgotten about the contest, huuuuuuuuuuuuskyy >_<
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Would've like results!!!!!
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