|
On September 13 2017 01:24 Eywa- wrote:Well, I suppose I should post a map . I was super lazy and just remade a Blizzard map, but I quite like the result all the same ;d (4) Rivalry Renewed+ Show Spoiler +Broodwarmaps.net
The map center looks too tight for me. Too many chokes and obstacles which should favor T over P and P over Z in fights. Just a first impression though.
|
@CoL_DarkstaR At blue's starting location, place the gas on top instead of below. Gas on bottom requires 4 workers on average for optimal mining. This is known as the "gas issue".
|
Well, then I'll probably end up with a ton of submissions, but for today let's start with my most current triptych of 3 player maps:
(3)Reap the Storm: Most current version: 1.06 Got some updates since Bisudagger's Fight Club with better looking High Platform ramps and various pathfinding-related bug fixes and optimizations. + Show Spoiler [show image] + Download from BWMN
(3)Frogstar World B: Most current version: 1.00 Any one who has followed ASL map suggestions on Afreeca probably has seen this one. The map name is up for interpretation to those in the know ;D Inspired by -NegativeZero-'s Terraform. + Show Spoiler [show image] + Download from BWMN
(3)Légionnaire: Most current version: (alpha) Loosely based on Gladiator. Still work in progress – deco and pathfinding leave a lot to be desired. + Show Spoiler [show image] + Download from BWMN
|
On September 13 2017 01:17 CoL_DarkstaR wrote:Show nested quote +On September 13 2017 00:30 Eywa- wrote:On September 13 2017 00:01 CoL_DarkstaR wrote: I know i probably won't get anywhere in this contest but it inspired me to create my first ever "competitive" BW map.
I'd love to get some tips and feedback here, since there is no real place for custom maps on teamliquid. The map is WIP and not decorated yet. Please point out any obvious imbalances or features that can be abused.
(2) Front Line
Some of the concepts are cool, but I'm not sure how it would play, it seems like Terran mech would be unstoppable on this map at first glance, the terrain in front of the 4th gas allows buildings and is quite narrow, it seems like Terran could split the map and win without doing a single thing. I'm sure other people can provide additional feedback on how to improve things. Gut feeling is T > Z > P < T but I could be wrong. I would probably make the back expansion mineral only. Also, both gas above the start location (I believe) I also feel like most of the mineral only expansions are a bit pointless because I see every player going for the 4 gas before taking a mineral only, the games are likely to already be decided by the time someone goes for it. Because of the 3 early gas in the main you will see a lot of mid game play with gas heavy units. Thanks for your feedback and i guess you got a point with the 4th base. I'm still hesitating to change the core feature of the map which is the "safe" back expansion. How about changing the amount of minerals on there to still have the positive effect for zerg players? Here's an update: Edit: please ignore the weird cliff outside the natural. It was just placed for editing purposes.
The mid/left and the mid/right expo islands arent the same on the left side you get 1 or 2 to far to the right
|
Well this is my first serious melee map, and after a bunch of reworks it should be presentable now.
(4) Aquatia City + Show Spoiler +
Link: Broodwarmaps.net Map Thread
The map was mostly inspired by, one the idea to reverse the postions of the main and natural on the map (put the natural into the corner and move the main to the side of the map) and two a mental image of a floating city out in the middle of the ocean.
|
On September 13 2017 04:17 Clipse wrote:Well this is my first serious melee map, and after a bunch of reworks it should be presentable now. (4) Aquatia City+ Show Spoiler +Link: Broodwarmaps.net Map ThreadThe map was mostly inspired by, one the idea to reverse the postions of the main and natural on the map (put the natural into the corner and move the main to the side of the map) and two a mental image of a floating city out in the middle of the ocean. It's like 4 player Tau Cross, except no cliff at the natural.
|
|
TLADT24920 Posts
This is pretty neat. I might try my hand at making a map for fun.
|
I don't agree, freaking will no doubt have at least 1 map in the pool, but if he has to modify 4 maps on week 1 (not saying it would happen, but it could), it might be too much to ask, it's best if we encourage other participants. With the help of other established map creators, they too can provide good content. It's a community building exercise of sorts .
|
I guess the next logical step after yesterday's triptych in triplets is a quartet in fourths – selected for being not just the next "FS clone".
(4)Kiseyras: by CrystalDrag Most current version: 2.23 Probably the map with the most thought and work put into it in history. You should not miss out on this one. + Show Spoiler [show image] + Download from BWMN
(4)Dies Iræ: Most current version: (alpha) Nonstandard main-natural layout and lots of innovative game mechanics : extended creep spread in mains to help Zerg defend the choke and lots of ramps and chokes with vision blockers – better try it out in-game. Still needs some fine tuning and decoration. + Show Spoiler [show image] + Download from BWMN
(4)Atlantis: Most current version: 1.01 Based on a concept by ProTosS4EveR (aka Superouman). Combines cardinal main locations with a non-open-middle design and a strong deco theme that is not like any other Jungle map. + Show Spoiler [show image] + Download from BWMN
(4)Magrathea: Most current version: (alpha) Python meats Fortress, Because Magratheans are the best makers! Still needs some fine tuning and decoration. + Show Spoiler [show image] + Download from BWMN
|
On September 13 2017 13:27 Eywa- wrote:I don't agree, freaking will no doubt have at least 1 map in the pool, but if he has to modify 4 maps on week 1 (not saying it would happen, but it could), it might be too much to ask, it's best if we encourage other participants. With the help of other established map creators, they too can provide good content. It's a community building exercise of sorts . yeah i was joking, just saying he's got a ton of good maps lol
|
I was working the last 4 hours on this map... I will edit this post later on. Too tired now, sorry.
(2)Blood Crystals http://www.panschk.de/mappage/comments.php?mapid=4967
Edit:
- Outsider was the primary inspiration. - Natural Selection 2 Vents were another inspiration.
- NO_TESAGI_OK. Only old maps! - I can't fight there. I wish I could fly. - Proxy? I can't find it.
+ Show Spoiler +
|
On September 13 2017 21:22 -NegativeZero- wrote:Show nested quote +On September 13 2017 13:27 Eywa- wrote:I don't agree, freaking will no doubt have at least 1 map in the pool, but if he has to modify 4 maps on week 1 (not saying it would happen, but it could), it might be too much to ask, it's best if we encourage other participants. With the help of other established map creators, they too can provide good content. It's a community building exercise of sorts . yeah i was joking, just saying he's got a ton of good maps lol
Now where is your map submission, mate?
Edit:
What? I've never seen that map of yours. I really like it. Much better than Python imo (i know it's different, I just want to say I hate python Lol).
|
You may have been on hiatus when I made it. And like almost all of my maps it is and has been spending most of its existence somewhere in development limbo… So I thought this may be a good opportunity to finally finish it.
|
Some small suggestions, because 96² maps are seldom seen. Even the little things like proper rushing distances and adequate number of expansions become very hard to deal issues that require different solutions than normal maps.
(2)names are hard: by CrystalDrag Most current version: (alpha) A neat little semi-island map with the potential for games to become pretty crazy pretty fast. I guess it is also still in dire need of a proper map name, so feel free to post suggestions… + Show Spoiler [show image] + Download from BWMN
(2)Tar Basin: Most current version: (alpha) Not the most creative map name either, so I am open to suggestions. 3/9 expansions being along the symmetry axis means there is no easy map split and players have to fight hard over expansions in the late game. The tight ramps to the high ground rim block big units. Proper rushing distance is achieved through putting the naturals in the corners and adding strategic hight ground in the centre that units need to move around. + Show Spoiler [show image] + Download from BWMN
|
How about island maps? Not the crappy old kind that either completely screws Zerg over by starvation or is just Tank hell incarnate. These are the new island maps that allow for appropriate early expansions, new strategies and macro-heavy play.
(3)Frozen Canal: by CrystalDrag Most current version: 1.8 Little problem: Blizzard removed the core game mechanic (neutral creep spawners) that this map relies upon with 1.18. Why? Probably because they simply don't really understand the importance of keeping melee map mechanics intact for SCR. If they had not been omnipresent in Korean tourney maps, they'd probably removed any kind of neutral unit sprites from ẃorking in melee maps as well... So, sign some bug reports on the Blizzard forums, I guess. + Show Spoiler [show image] + Download from BWMN
(3)Inner Coven: Most current version: 1.02 One of my ASL submissions. It is technically not an island map, but you sure have to play it like one (except for the possibility for things like crackling raids around the outer circle later in the game). + Show Spoiler [show image] + Download from BWMN
(4)Beehive: Most current version: 1.00 Another of my ASL submissions. Taking Fortress to its logical extreme. + Show Spoiler [show image] + Download from BWMN
(3)Flight Path: Most current version: 1.03 Already used two years ago in a RvR invitational, where some really exciting games were played on it. + Show Spoiler [show image] + Download from BWMN
(3)Songe d'une Nuit d'Été: Most current version: (alpha) Because everything sounds better in French. Combines Pathfinder-like mains with an Outsider-like ring of perimeter expansions – and island playstyle, of course. Still looks very alpha, but is fully technically playable. + Show Spoiler [show image] + Download from BWMN
|
|
(2)Planet L2P BroodWarMaps
Map that plays a lot different than what it first looks like! There are many ways to play on this map and flanking, splitting and moving your army actively around the map is the way to win. Natural temples have been stacked and there are 5 of them.
I have played Starcraft over 10 years and I've been B-level player in iCCup and I would have never thought how this map would actually play out. Try it! It's definetely a different and fun experience. The one who is better at multitasking shall win!
|
(2) Isolation
I did eventually try a more standard 4 player map but mix some things up a little. This is my third attempt at map making but i think this map could prove to be entertaining.
|
here you go jungleterrain, this is for you
(2)Overwatch
Description Standard map with a bunch of the classic bw map features: narrow/awkward direct path with a longer main attack path, some high ground pods and ridges to put tanks on, etc.
Fun fact: this map was finished (and named) in 2013, before the blizzard game was announced, and well before the korean cash-in map of the same name was released.
Download
|
|
|
|