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EDIT> DEADLINE IS MAY 16 (Monday), 2010, 11:59:59 EDT. SUBMIT YOUR MAPS BEFORE THEN!
Late entries may be accepted as long as they are submitted before judging finishes, but you should provide a very good reason as to why it should be accepted other than "lol I wuz like drunk for f1v3 dayz and had a huuuuuuuuuuge hangover".
NOTE: Rules outlined in this topic are NOT STRINGENT. They may be violated to some extent reasonably, but they are mainly there so you can't make cheap maps such as an island with 10 gas expansions and no gas in main or something.
Someone had asked me to make an imbalanced map, so I whipped up this in about 5 minutes or so; unfortunately, it appears that the map was not as imbalanced as I thought, with fairly equal win rates for all non-mirror matchups from some preliminary testing. I asked myself: How imbalanced can a melee map be without creative deviations from the norm?
Which brings us to...
The Imbalanced Melee Map Contest
Rules: -Your map must be of a standard size. No 64x256 maps or anything bigger than 128x128. -Your map must be symmetrical in all aspects (terrain, resources, etc.). The imbalance to strive for is race imbalance, not positional imbalance. -Your map must follow the standard melee guidelines, meaning: + Show Spoiler +-A ground type map. No island maps. -A main of reasonable size. -Expo layout must be standard (Nat, 3rd gas/minonly, etc.) -Choke/ramp sizes must be standard. Terran must be able to wallin with at most 3 buildings at either the main or the natural, and zerg must require no more than 1 non-expansion hatchery to place sunkens. -Neutrals are to be used sparingly for strategic reasons. No comsat at nat/nuke silos in base/9000 creep colonies in each main/other similar things. -Islands are to be blocked with a 8-mineral field. -Minerals are to be placed a normal distance from the mains. One or two gas per main. -No more minerals at a double gas main than Baekmagoji. -Mains must have 8/9 minerals if it has 1 gas. -Naturals are to be gas expansions with 6-8 minerals. -Gas Expansions and mineral-only bases must have no more minerals than your natural. -Travel time between bases must not exceed 60 seconds. -No "creative" ploys such as covering the whole map in creep/spider mines/DTs/Lurker eggs/sealing the main off with crystals/blocking gas expansions with stacked buildings/etc. -Troy gates: use sparingly. Seriously. -Other restrictions may be added and will apply retroactively at the judges' discretion, simply because there are too many loopholes to cover.
Sample entry: + Show Spoiler +Map image: Map file: http://www.panschk.de/mappage/comments.php?mapid=4093(Link to BWMN, Repdepot, Mediafire, or any other site that hosts WITHOUT the 45/60 second download waits) Analysis of why it is imbalanced: -Creeped ramp forcing 3-building wallins by terran away from the ramp. -Three entries to main favoring backdoor pushes by T. -Narrow pathways favoring mutalisks -Cliffs close to mineral lines favoring mutalisks -Back of main favoring guardians and drops -Faraway 3rd gas and no min-only making P difficult to expand Replays: (optional) -Use Repdepot. No exceptions.
Judging will be performed either by me (if no one else volunteers) or mapping/melee experts who volunteer themselves. The prize is a StarCraft Beta key for the first and second place winners.
Good luck and have fun!
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Way too many things one would have to cover via rules
I would like more explanation of "standard choke/ramp size". You mean main to natural choke right? -are tau cross and heartbreak ridge considered standard main->natural choke sizes?
What's standard expo layout? -Can you have mineral patches like in ride of the valkyries, or el nino (great barrier reef) -Can you have random gas patchs in main->natural area at all? -I assume naturals cannot be island only -Can you have naturals that are protected only? -Is there a limit to protected naturals?
About general map layout: -I assume you can't make bottlenecks? What guidelines must be used regarding that? -Can you have cliffs without ramps over mains or naturals? -I take it mains must have only 1 entrance to opponent via ground? -where can unbuildable terrain be placed? -The sunkens zerg place do what? protect the main, the natural, or both? How close can the sunkens potentially be to the natural/main ramp to count as protection? -no limit to natural entrances to opponent? or is that covered by zerg hatcheries for sunken?
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how would you judge? how would you tell if its actually imbalanced without 30 games from korean semipros?
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On MaY 09 2010 09:17 Xapti wrote:Way too many things one would have to cover via rules I would like more explanation of "standard choke/ramp size". You mean main to Natural choke right? -are Tau Cross and Heartbreak Ridge considered standard main->Natural choke sizes? About 2 matrices/grid tiles for flat chokes, or 1 default doodad ramp size. Can be wider in certain situations, obviously, as is with Blue Storm's main-natural, but it shouldn't be some ludicrous span that's the size of your Natural.What's standard expo layout? You have a main and a single Natural, and expansions are placed reasonably so that players can take their minonly/3rd Gas.-Can you have Mineral patches like in ride of the valkyries, or el nino (Great Barrier Reef) Not sure what you mean here. -Can you have random Gas patchs in main->Natural area at all? Why would you have space to put vespene geysers between the main and Natural? Also, try not to spam gas-only expansions.-I assume naturals cannot be island Only Correct. Natural must be reachable from main in under 15 seconds by land. -Can you have naturals that are protected Only? Protected Only?-Is there a limit to protected naturals? You should Only have one Natural.About general map layout: -I assume you can't make bottlenecks? What guidelines must be used regarding that? Bottlenecks as in long narrow paths, or bottlenecks like the small unit gap in Blue Storm? You can have long narrow paths, but generally you would want at least one path Where a 200/200 ground army can be mobilized through with relative ease.-I take it mains must have Only 1 entrance to opponent via ground? Mains can have more than one entrance. Additional entrances should either be blocked by stacked 0 minerals (Check Destination) or a neutral (Check Medusa). -no limit to Natural entrances to opponent? Again, you should have Only one "Natural". It can have 1/2 chokes or 2 ramps/one extended ramp (if highground). -where can unbuildable terrain be placed? Where they would not obstruct base-building. (No giant patches of rocks/ruins/cracked dirt in mains/naturals please.)
You can put unbuildable terrain on certain chokes to prevent walling off.
Again, keep in mind that exceptions can be permitted as long as they are not ludicrous, since rules could be too restrictive at times.
On MaY 09 2010 09:34 majesty.k)seRapH wrote: how would you judge? how would you tell if its Actually imbalanced without 30 games from korean semipros?
I'm hoping that people volunteer to help judge, of course.
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So if I post a open field with random doodads and mineral fields, I win for zergs? O_O!!!!
-goes to map editor-
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On May 09 2010 09:37 MageKirby wrote: So if I post a open field with random doodads and mineral fields, I win for zergs? O_O!!!!
-goes to map editor-
By any chance did you make this map?
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Ride of the Valkyries has two 64 mineral patches making a wall from the natural to a mineral only. Could you have 128 mineral patches like that?
Many of El nino's expansions have like 1500, 1250, 1000, 750, 500,250, 50 mineral amounts on them or something, is that valid?
By protected natural, I mean a natural that is essentially inside the main's region.
Is there a requirement to have more than 3 total mineral/gas patches per player?
My naturals having 1/2 chokes, you mean 1 or 2 narrow entrances leading to opponent, right? (ie. not counting main->natural one)
I'm asking if you can have a gas-only expansion in the main's region or natural's region.
Is there a minimum or maximum distance from main building to main->natural choke? what about natural entrance to natural's building?
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Non-zero mineral blocks have been deprecated, but you can use them. It is likely that few people will actually mine them out, though.
Nonstandard mineral blocks are okay, as long as the TOTAL mineral count is approximately equal to the amount of minerals you would get from a normal expansion. You cannot, however, just stack 10 150 mineral chunks and call it a day as that makes it like a money map.
"Protected natural" as in Katrina's natural?
It MAY be a good idea to have at least 6 gas expansions in total.
Gas-only expansions should be used sparingly. A gas-only inside the main substantially favors zerg and falls under the same kind of category as putting a spider mine in your natural or covering your natural in creep. Of course, if you can adequately justify a strategic use other than "zomg extra hatch and gas lolz", go for it.
One of the longer natural chokes that you might find is on Andromeda. Try not to make it substantially longer than that. Main-nat distance should be reasonable enough so that you can send your 7th probe to make a pylon at the nat to forge expand.
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Heheheheheh, EXCELLENT! I make these things while trying to make normal maps.
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I look forward to playingon some of these maps
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16926 Posts
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?
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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.
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Would I win the key if I make a map you cannot even beat a computer on?
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doubleupgradeobbies!
Australia1187 Posts
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
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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
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
Download: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe
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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 + Show Spoiler +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 like it! xD
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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
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Um.how do i make a Large image of a map if i make one?
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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.
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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.
On May 09 2010 17:56 razorsuKe wrote:Show nested quote +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.
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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 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 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:
- 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: - 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: - 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.
- 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: - 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:
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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On May 10 2010 06:20 Nightmarjoo wrote:
Ok 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. [/spoiler]
Terran's gotta be able to wall off bro
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Terran can wall off every choke except for the wide bridges/ramps with 1 rax and 2 depot. Relooking through the rules and interpretting them literally suggests I won't get in trouble for that, but I will get in trouble for zerg not being able to make sunks with 3hatch, but I can fix that easily with a couple neutral creeps. Ok, edited map, added neutral creep to the corner backdoor path and put a line of rocks behind it (to prevent creep from preventing terran from walling off that choke). Thus now, zergs can if they deign to, make a hatch in the front choke, and one in the other corner expo, and be able to make sunks at any of the three chokes as needed. Obviously I could make it more balanced by adding actual neutrals to block the chokes off, but that would be not quite desireable for this competition? lol
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Hum sounds interesting, but I dot want 2 run 4 it. Id like 2 help u judge if thats cool?
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On May 10 2010 09:01 sTYleZerG-eX wrote: Hum sounds interesting, but I dot want 2 run 4 it. Id like 2 help u judge if thats cool?
Sure, that's fine, considering your mapping experience.
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On May 10 2010 09:10 peidongyang wrote: Island maps allowed?
No island maps. Otherwise we have stuff like this:
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On May 09 2010 23:29 DarkPlasmaBall wrote: 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.
lol i didn't even notice it on two of them
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Shin King's Strife based of an old map i made, The King's Strife. It is very terran imba and follows all your guidelines
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oh god that is actually pretty good. i'm tempted into spending 4 hours coming up with PvT strats on this map, since ZvT is pretty much impossible.
oh wait i got one, dts
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how do i get a pic of a map i made?
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Canada8025 Posts
In all those maps with back to back mineral lines, would it be possible to offensive sunken in your own mineral line and float an overlord over the ridge?
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On May 10 2010 11:32 Spazer wrote:In all those maps with back to back mineral lines, would it be possible to offensive sunken in your own mineral line and float an overlord over the ridge?
probably, in fact they're so close together that I doubt you would even need an overlord for vision. Here, you can try it for yourself: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe
I haven't even opened it in sc yet haha
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Out of curiosity this balanced ? :
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always wanted to see this contest be done
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Shin King's Strife looks superb! imba terran for sure
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On May 11 2010 05:46 sTYleZerG-eX wrote:Out of curiosity this balanced ? :
That power generator seems a bit unnecessary since it's easy to glitch through as T/P and take a free expo, and it looks like you can hold half a map as T pretty easily. I am slightly worried about some gameplay dynamics but I can't check the actual map right now.
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You can submit more than one map if you want. If I get my hands on a few spare beta keys from IRC (they'll be attached to puppet bnet accounts since I need to claim them), I can give them out as second place prizes.
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i think its hilarious when members post maps they spent hours balancing people can't help but call imbalances
yet here when people purposefully create imbalanced maps everything is nicely balanced
:D
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haha, i'm assuming this is supposed to be T imba.
tvp, basically, once terran successfully siege expands, they've won the game lol. tvz, 1rax FE and then mass turrets, drop tanks and win. this is so cool, i kinda like this map
someone please make a toss imba map? there has to be one...
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On May 11 2010 11:35 majesty.k)seRapH wrote:haha, i'm assuming this is supposed to be T imba. tvp, basically, once terran successfully siege expands, they've won the game lol. tvz, 1rax FE and then mass turrets, drop tanks and win. this is so cool, i kinda like this map someone please make a toss imba map? there has to be one... no island = impossible
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On May 11 2010 11:15 Lyriene wrote:
(2)Vagina 1.1 -The mineral stack in between the ovaries has 100 minerals. This makes 5-pool impassible through that passage
i bet good zergs can still glitch zerglings over one by one
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On May 11 2010 05:46 sTYleZerG-eX wrote:Out of curiosity this balanced ? : Three free gas? Zerg loves you.
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I don't want a beta key btw, I already have one. Just made one for fun. Starting positions are in the center.
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+ Show Spoiler +Each of the patches at the center of the map contain 24 minerals. 8 stacked Xel'Naga temples on the ramp to the natural. This is an outdated version of (2)Blue Balls.
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reminds me of this spoof map. the epitome of imbalanced, people would change the name to bgh or fastest, people would join. host+friends would terran up and lift. raped everyone because no one else had any gas.
pretty much TvZ 100% and TvP 100%
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On May 11 2010 23:22 Crimson)S(hadow wrote:reminds me of this spoof map. the epitome of imbalanced, people would change the name to bgh or fastest, people would join. host+friends would terran up and lift. raped everyone because no one else had any gas. pretty much TvZ 100% and TvP 100%
This gave me an idea:
make a normal map, with two geysers in each base/expo, but all geysers are depleted... What would this do
(can't now at school)
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or just make a desert, no cliff, nothing only start position in the middle next to each other, no gaz, 4 player
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LOL at this threads, I would love to try all these crazy maps
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Sunken rush incoming? oh hell yeah XD I really lithe this map and i hope you will win
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On May 11 2010 11:35 majesty.k)seRapH wrote:haha, i'm assuming this is supposed to be T imba. tvp, basically, once terran successfully siege expands, they've won the game lol. tvz, 1rax FE and then mass turrets, drop tanks and win. this is so cool, i kinda like this map someone please make a toss imba map? there has to be one... I already made/posted one in this thread.
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(2)Blue Balls
Map Details/Download
Imbalances:
- Nine mineral patches connecting the two bases. Each has 24 minerals. 3 patches deep. - Xel'naga Temples that constrict the wide ramps into the naturals are stacked by twos. Once they are destroyed, Protoss can push fairly easily into the natural and main. - Large ramp into the third favors Protoss pushes, though the path to the natural is fairly constricted. - Terran can hit the main and natural mineral lines with Siege Tanks from the low ground. - Protoss can hit the main and natural mineral lines with High Templar from the low ground. - Very short distance between mains by air. Mutalisks are particularly effective as well as drop harass. Also, slow Lurker drops and/or drops in general can be abused hard.
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On May 12 2010 00:10 ProTosS4EveR wrote: T>all
I'm not so sure about that, yes T has marines, but zerg could sunken their way into a win (sunken outrange unupgraded marines) and P could cannon up good, hell they could even immediately jump a probe and cannon rush their opponent. P > All
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Terran could just lift off and they would always at least get a tie
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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: - 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
LOL.
Wow, good job.
Hahaha this thread is hilarious, some of the maps here really make me laugh.
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(8)Epicmess
WHERE IS YOUR GOD NOW? no dl link, i'm too lazy
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Lol @ (2)blue balls and (2)vagina. I'm still waiting on (4) Penille Serenity.
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United States17042 Posts
I think that there have been many promaps that arn't going to conform to your rules that will be more imbalanced than anything that you can create with the rules. (I'm thinking battle royale, Gorky Islands, and Hall of Ballhe (I think that was the name). Also, just for fun, 815 (not that imba, but the narrow ramps made for some...interesting issues).
On May 13 2010 00:00 EsX_Raptor wrote: Where is lastshadow?
too gosu ^^
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UPDATE: We now have 2 Beta keys to give out. Thanks to Carnac for the generous donation!
Deadline is now May 16, 2010, 11:59:59 EDT. It will be next Monday as of the time of this post.
So far we've gotten some really good entries. P4E's entry is extremely amusing although I wonder if a 12hatch can escape the sunken rush in time.
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BattleForAiurGround+ Show Spoiler +
I don't need a beta key, but thought I'd throw this in there. Mains have 9 mineral patches, "natural" has 8, 2nd expansion has 7, high ground expansion has 8.
It's not very pretty at the moment, but I'm no good with decorating, so, yea.....
EDIT - Tested it. From 1 entrance of the main to the other is 50 seconds. It takes about 8 seconds to get from the spawn location to the entrance, making it a total of 66 seconds from spawn location to spawn location. Note that this is real time, not game time.....
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On May 14 2010 04:38 Impervious wrote:BattleForAiurGround + Show Spoiler +I don't need a beta key, but thought I'd throw this in there. Mains have 9 mineral patches, "natural" has 8, 2nd expansion has 7, high ground expansion has 8. It's not very pretty at the moment, but I'm no good with decorating, so, yea.....
All I know is: mutas and guardians will have a field day here. TvZ is going to be an absolute nightmare for terran.
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On May 14 2010 04:45 jpak wrote:Show nested quote +On May 14 2010 04:38 Impervious wrote:BattleForAiurGround + Show Spoiler +I don't need a beta key, but thought I'd throw this in there. Mains have 9 mineral patches, "natural" has 8, 2nd expansion has 7, high ground expansion has 8. It's not very pretty at the moment, but I'm no good with decorating, so, yea..... All I know is: mutas and guardians will have a field day here. TvZ is going to be an absolute nightmare for terran.
but the high ground above the mains can be reached from the opponents base only, and ground travel distance is huge. so terran can 8rax bunker behind zergs main mineral line and gg are you sure btw this map is matching the standards? I mean the 3 building wallin, and the 60 sec travel time.
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It's a 2 building wall-in, although it wouldn't be hard to make it 3.....
And it's 96*96, so it's pretty small, the long distance between bases is actually smaller than it may appear, by ground.
On, and there are creep colonies generating creep on the ledges.....
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While I applaud your inspiration, this map needs to be more imbalanced. Mainly, there need to be more places where you can abuse your high-ground advantage as Terran:
That dead-end passage-way near the min-blocked third, make that high-ground. Also make that third cliffable by enlarging the high falt-blob behind it.
The raised 4th bases with the vertical mineral formations, make sure that zealots CANNOT run behind there when you tank drop (and seeing how bad that mineral field is laid out, you won't be able to jump a probe to make cannons either : ] )
Finally, the top right and bottom left corners are painful; dont waste the space, make island expos blocked by a neutral sunken colony, but with just enough room on the island that you can land a barracks there....
THEN, Protoss will suffer
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(2)Gusano v.2
Download: click here
Analysis: - Enhanced Protoss suffering!
edit: wrong map
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I COULD NOT RESIST THIS COMPETITION!!! I had 2 make a map 4 it This is it:
Its not finished oc, long way 2 go 2 get final version going still, but It gives u a good idea of whats going on. Map has no name either, yet...
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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 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 Download: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe I loled so hard. Worst map in history of BW. Hope you get your key.
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There are still people who don't have a key?
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Ok so the map is called Espionage! Here is the map:
And this is the link 4 the dl: http://www.panschk.de/mappage/comments.php?mapid=4106
About the map: - Its not the standard type of symmetry, its all done by hand. - The temples are not stacked. - The min blocks are 32 - Each of the mains gas is 4000, instead of the standard 5000. - There are 11 min patches per main. - So its almost like u have a main and nat right off the bat.
Not done yet oc, I still need some feed back.
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Triple Gas main pro
JUDGING OF MAPS HAS BEGUN. The deadline for submitting maps is midnight EDT of today. Go make some last-minute entries if you want .
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DL link: baccon bits 1.20 unbalanced
This was one of the first maps I tried make, It was play tested and found to be really P/T favored. So I went and made it even more P/T favored.
P against Z can block the ramp with 1 gateway. P can also cannon rush the main from the 3rd, you see through the doodads but nothing can move through them. T can easily walk over and seige the natural from high ground and the AI will get messed up trying to attack the seige tanks through the blocked off mineral path. Zerg can't take their nat so early because there's a mineral patch in the way that needs to be mined out. Terran can also float CCs into the middle bases which aren't islands but are blocked off by minerals and 12 el'nogia temples.
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Hope this is not dead.... Alot has change as u can probably see by comparing with the old image above Because I got a hell of an update 4 u :
Its not 100% done yet, I still have 2 finish minor little things and details on the map, have 2 add some doodads, test all the neutrals, and test the map. So 1 or 2 updates are still 2 come. What u think? ^^
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Waiting to Panic by Psychotemplar me and him played this a lot - it really can actually be quite balanced if people change their strategies, but if played standardly this map would be terribly imbalanced. This is a really fun map to play
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What ever happened with this, are the maps still being judged?
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BUMP FOR JUSTICE
It's always fun remembering a funny thread, digging, searching through to find it, and when you do, you happen upon none other than your previous self.
Well, this thread is awesome. I know BW interest peaked right before Beta (Superoirwolf wasn't a progamer back then...), with people flooding in to try and get in the know before SC2 really showed. Now that attention is showered elsewhere, BW-cheek and silly maps are scarce.
REVIVAL PLEASE, FOR JUSTICE and lulzy maps. If people want, I'll be glad to play some of these, particularly (2)Gusano v.2. Also, what if we played mirror matchups??
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TLADT24917 Posts
On January 06 2014 04:37 bITt.mAN wrote: BUMP FOR JUSTICE
It's always fun remembering a funny thread, digging, searching through to find it, and when you do, you happen upon none other than your previous self.
Well, this thread is awesome. I know BW interest peaked right before Beta (Superoirwolf wasn't a progamer back then...), with people flooding in to try and get in the know before SC2 really showed. Now that attention is showered elsewhere, BW-cheek and silly maps are scarce.
REVIVAL PLEASE, FOR JUSTICE and lulzy maps. If people want, I'll be glad to play some of these, particularly (2)Gusano v.2. Also, what if we played mirror matchups?? Some of these maps or rather most are lol worthy lol. I think it would help the community if there was a BW night or something so a certain time every week(1 or 2 days) where we all meet up in op tl on iccup and just play silly maps and such as a community. Having said that, there are teams and I used to play with sb on some nights when I played DRTL so that's kinda there now. I would be up for playing on some of those silly maps though lol
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On May 11 2010 05:46 sTYleZerG-eX wrote:Out of curiosity this balanced ? : actually wouldnt mind seeing that map played, it looks cool as hell
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Haha some of these maps are actually pretty nice c:
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On January 06 2014 04:37 bITt.mAN wrote: BUMP FOR JUSTICE
It's always fun remembering a funny thread, digging, searching through to find it, and when you do, you happen upon none other than your previous self.
Well, this thread is awesome. I know BW interest peaked right before Beta (Superoirwolf wasn't a progamer back then...), with people flooding in to try and get in the know before SC2 really showed. Now that attention is showered elsewhere, BW-cheek and silly maps are scarce.
REVIVAL PLEASE, FOR JUSTICE and lulzy maps. If people want, I'll be glad to play some of these, particularly (2)Gusano v.2. Also, what if we played mirror matchups??
I'll play with you
My Skype:
vOddy-
ICCup: vOddy vOddy[PsB]
Also, nice bump
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