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doubleupgradeobbies!
Australia1187 Posts
On May 09 2010 17:03 razorsuKe wrote:Show nested quote +On May 09 2010 16:02 doubleupgradeobbies! wrote: why not just make a 2 player maps with main mineral lines back to back but long walk path between bases. That way terran will win as soon as they get a marine and put it in their min line shooting at yoru workers.
Edit: or protoss canon rush their own min line, not sure which tactic would win head to head (one would think canons), but either way that tactic will consistently win :D way ahead of you  ![[image loading]](http://i41.tinypic.com/o50q51.jpg) This map conforms to all the guidelines ie: - Travel distance from any given opposite side is exactly 60 seconds - 3 Base layout - Islands have 8 mineral chunk - Terrans can wall Imbalances: - Obvious tank favor, including huge middle high wall imba where you can pretty much control all the main base's income - Positional imbalance, depending where you and your opponent spawn, you could either get a more favorable 3rd/4th with either min/gas or double gas/no min - Narrow passages every which way you go - Totally fucks protoss over in tvp and zvp - Close positions make it easy for overlord to scout race/position early on
Heh i actually meant having the main min lines REALLY back to back, as in a marine in yoru min line will be able to shoot workers in the other min line :D and 2 players so that you will always spawn in such a way that this will happen :D
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+ Show Spoiler +On May 09 2010 17:03 razorsuKe wrote:Show nested quote +On May 09 2010 16:02 doubleupgradeobbies! wrote: why not just make a 2 player maps with main mineral lines back to back but long walk path between bases. That way terran will win as soon as they get a marine and put it in their min line shooting at yoru workers.
Edit: or protoss canon rush their own min line, not sure which tactic would win head to head (one would think canons), but either way that tactic will consistently win :D way ahead of you  ![[image loading]](http://i41.tinypic.com/o50q51.jpg) This map conforms to all the guidelines ie: - Travel distance from any given opposite side is exactly 60 seconds - 3 Base layout - Islands have 8 mineral chunk - Terrans can wall Imbalances: - Obvious tank favor, including huge middle high wall imba where you can pretty much control all the main base's income - Positional imbalance, depending where you and your opponent spawn, you could either get a more favorable 3rd/4th with either min/gas or double gas/no min - Narrow passages every which way you go - Totally fucks protoss over in tvp and zvp - Close positions make it easy for overlord to scout race/position early on I don't think marine can shoot from main to main mineral line rofl.
edit: quote spoiloreddd
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Oh, you guys want a completely unplayable map... ok, I gave it a try:
![[image loading]](http://i43.tinypic.com/dll18k.jpg)
- The min only/double gas base are supposed to have neutral creeps but it doesn't show up in the pic, this is to help zergs if they some how survive the terran assaults.
Download: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe
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On May 09 2010 19:32 razorsuKe wrote:Oh, you guys want a completely unplayable map... ok, I gave it a try: ![[image loading]](http://i43.tinypic.com/dll18k.jpg) - The min only/double gas base are supposed to have neutral creeps but it doesn't show up in the pic, this is to help zergs if they some how survive the terran assaults.
I daresay that is one of the best terrible maps I have ever seen, good job sir
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On May 09 2010 19:46 Manbear wrote:Show nested quote +On May 09 2010 19:32 razorsuKe wrote:Oh, you guys want a completely unplayable map... ok, I gave it a try: ![[image loading]](http://i43.tinypic.com/dll18k.jpg) - The min only/double gas base are supposed to have neutral creeps but it doesn't show up in the pic, this is to help zergs if they some how survive the terran assaults. I daresay that is one of the best terrible maps I have ever seen, good job sir i daresay that 5pool and then sunkens wins the game there my friend.
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Or, if you will, A cannon rush in your own min line.
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I got alot of laughs out of that one =D
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Alright, I think this is as far as it goes for being terran favored.
![[image loading]](http://i41.tinypic.com/15kmdu.jpg)
- Starts close as shit - inside path makes your units go single file - outside path is there for getting your units sniped even more - if it even gets to late game, your last expo is facing your opponent's entrance.
Download: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe
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So I cannot put 2 bases right next to each other and have this MU?
T>P>Z
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On May 09 2010 21:23 Shiragaku wrote: So I cannot put 2 bases right next to each other and have this MU?
T>P>Z scv's can't be micro'ed amirite?
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On May 09 2010 19:32 razorsuKe wrote:Oh, you guys want a completely unplayable map... ok, I gave it a try: ![[image loading]](http://i43.tinypic.com/dll18k.jpg) - The min only/double gas base are supposed to have neutral creeps but it doesn't show up in the pic, this is to help zergs if they some how survive the terran assaults.
LMAO
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On May 09 2010 13:23 Empyrean wrote: On what criteria will the maps be judged? Are we trying to imbalance a certain race or only certain match ups? Is there going to be a rubric?
Creativity, effort, magnitude of imbalance, playability, conformity with a "standard" map (the further it deviates from a standard map in terms of basic layout, the fewer points it scores in this category. Battle Royale and pretty much most of the entries so far would score poorly in this category, for instance.), and a few other, less significant, factors.
Mainly, the map MUST be as "standard" as possible while introducing an element of significant imbalance. You want people to be able to say "Wow this is a P/T/Z map" without thinking "wow the bases suck", "wow how the hell do I move my army through this damn ramp", or "wtf there's no way I can play any games on this even on mirror MUs".
You can imbalance it for a certain race, certain strategy, or a few certain matchups to make it rock/paper/scissors. No positional imbalances.
On May 09 2010 13:35 mmp wrote:Sounds like fun, but why should someone wait weeks for a chance at winning when they can get one today (by a preorder if not by some quicker TL means). Also, interest in these things wanes faster than you'd expect. You really should shorten the contest duration and declare a date by which the winner will be announced, lest you repeat Husky's folly.
Will there be objections if I shorten the deadline to May 16, 11:59:59 EDT? I was thinking that good melee maps would take a long time to make. I realize that the contest prize might be a little small, but it's more of an effort to see what the minds of TL can come up with .
On May 09 2010 17:56 Nightmarjoo wrote:scmdraft file -> save image, then edit the image in an image editor to resize it to something reasonable (such as 768x768 pixels (for a 128x128 map)) and save as a .jpg. Show nested quote +On May 09 2010 17:56 razorsuKe wrote:On May 09 2010 17:16 Nightmarjoo wrote:I dunno, your example is more of an example of a bad map rather than an "imbalanced" map. This is a weird competition in how it's judged. The better mapper or the better player, the guy who understands balance best, might not win even if he uses all of his knowledge to create an imbalanced map, because you might decide the map that was made aimlessly happens to be more imbalanced. That being said, I'll give it a shot. bwm had a competition like this a long time ago, results were interesting: http://www.panschk.de/mappage/competition/showcomp.php?compid=14 well if the design passes the guidelines and everything is acceptable, then I can go out of my way to make it more visually appealing.  I meant op's map.
I know, I know ><. Just wanted to show how an entry would be formatted/submitted.
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I want to play on the maps with pics but they don't have a downlaod link =( please make a requirement to have a download link in your post along with a pic of the map/ a link to the map on broodwarmaps.com
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I think it's hilarious how "fuck" or "fuck you" is in every single one of these awesomely bad maps :-) That's pretty much exactly how the loser is going to gg anyway.
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This would be fun in SC2, Planetary Fortress would make a huge frag with those close crystals! XD
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On May 09 2010 23:07 3FFA wrote: I want to play on the maps with pics but they don't have a downlaod link =( please make a requirement to have a download link in your post along with a pic of the map/ a link to the map on broodwarmaps.com
LOLLLLL
I just put these maps up for show, I had no idea anyone would ever want to play on them.
Well here you go:
http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe
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On May 10 2010 02:21 razorsuKe wrote:Show nested quote +On May 09 2010 23:07 3FFA wrote: I want to play on the maps with pics but they don't have a downlaod link =( please make a requirement to have a download link in your post along with a pic of the map/ a link to the map on broodwarmaps.com LOLLLLL I just put these maps up for show, I had no idea anyone would ever want to play on them. Well here you go: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe Id play a few of these maps.
I also don't think terran would dominate those back to back mineral maps as hard as everyone thinks. I would do a 7pool sunk rush and block off his mining/marine harass while either eco or lings.
Anyone wish to throw down on any maps, PM me.
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Ok so, here's the most imbalanced map I could think of making:
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/171_Katrina%20SE.jpg) http://www.teamliquid.net/tlpd/maps/download/171/(4)Katrina SE.scx http://www.teamliquid.net/tlpd/maps/download/171/(4)Katrina SE(Ob).scx
The many cliffs and tight chokes and free gas makes protoss very strong against zerg and terran. The same things allow terran mech to be very strong against zerg.
+ Show Spoiler [j-_-k] + http://www.panschk.de/mappage/(2)Bridge on the River Kuwai(n).scmhttp://www.panschk.de/mappage/(2)Bridge on the River Kuwai(o).scmOk here's my bad imbalanced map: Bridge on the River Kuwai. Took me about an hour to make, and another hour to decorate. One of my worst maps ever, but it should do the trick. So this map is imbalanced in favour of protoss. Terran is going to have a very hard time defending the many different chokes vs dragoon aggression. Protoss can block off the many different paths with pylons and tech as they wish to. The river and bridges limit vulture movement, while protoss can zip back and forth pretty quickly across them even with a large army. If terran somehow lives to contain protoss at one choke, protoss can just leave through another. Both players have a wide variety of expos they can take in almost any order, but the islands will be particularly effective for protoss, who can pretty safely double expo there under cover of their innate map control, and go mass carrier and abuse the many chokes and cliffs. Protoss is forced to 2gate vs zerg, but that's ok, because zerg is forced to 9pool, and 2gate usually beats 9pool. Protoss can wall off the front choke with their 2gates, forcing quick lings to take a longer path to get into protoss' base, by which time protoss will be able to fend the lings off with decent micro. Zerg is forced to go heavy ling vs terran here, but terran can easily defend with a front wall and a bunker in back (or even in front too), and just go bat heavy 3rax and win.
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