
ASL5 Map Submissions Request - Page 3
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Rickv100491
Ecuador29 Posts
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outscar
2831 Posts
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Freakling
Germany1526 Posts
On February 01 2018 07:57 outscar wrote: Jungle just needs to resubmit it (and Power Bond, too!).Uzi Sara ![]() | ||
Rickv100491
Ecuador29 Posts
Rick, you could just submit your map on the 3th, right? Just to make sure. well I think so, just asking that, because you know the deal right? different countries, different time zones and so, and yes I think I can submit it on the third, but to be sure I'll try to submit on the second from here, to be more sure ![]() | ||
JungleTerrain
Chile799 Posts
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Jukado
805 Posts
MMA_fan_ you say that is your first map? Good job, especially how quickly you made it. Rickv100491 definitely email them your map, its coming along nicely. Delete some cliff from the middle to create 2 side paths, thats an easy win, and add an expansion on the left and right edge. Ive finished my two maps now, havent emailed them yet but if anyone else needs a hand I might be able to help in some way. CrystalDrag are you about? Might need to email maps on his behalf if not. Im assuming Power Bond as one of yours JungleTerrain. Freakling, just make a few new email accounts and send them all! Mustachefreak, piratefreak etc. Probably Id go for Frogstar World B and Eddy. EDIT:@Jungleterrain, just delete the minerals from the mineral only and put them right outside the nats so they are much easier to take. | ||
Golgotha
Korea (South)8418 Posts
On January 31 2018 23:34 Rickv100491 wrote: been honest.. One of my favorite maps I've made to enter this contest is this one, I've been working on it really hard.. although I am still working on the second one, which still hasn't had any major changes, just rough sketches for now, buuut making high progress too, although admittedly Freakling, Crystaldrag, JungleTerrain and any other bwmn map maker, are way better map makers than one that just begun a year or so ago to make maps, but hopefully it is good enough to been noticed ![]() Any Feedback is Highly appreciated ![]() http://www.panschk.de/mappage/comments.php?mapid=4877 ![]() keep it up man! we need more mapmakers! | ||
flametitanrose
11 Posts
On January 31 2018 20:10 Freakling wrote: Not sure what you mean. The only tight chokes there belong to expansions, which need those tight chokes to be more defensible, and are not where main armies have to move through to get from any points A to B on the map. There is a flip side to this, though: Both Gold Rush and particularly Outsider have awkwardly short rushing distances, which are detrimental to balance (p.e. in PvZ on Outsider, where FFE on the low ground seems to be considered not safe by many players, although nat choke design probably also plays a role in this). Or look at maps like Ground Zero or Circuit Breakers, which employ huge chunks of "go-around-terrain" to avoid this very issue. In comparison, I put no major obstacles in players' way on Eddy, and rushing distance is one of the concerns that have been brought up for that map (even though naturals are spaced out far as reasonably possible). Just to make sure we are on the same page, here is how pathfinding on Frogstar actually works: One thing I would say to adjust on frogstar: I don't know how many people will pick up on the fact that the big doodads over the entrances to the thirds are actually just sprites with vision restricting (but fully pathable) tiles underneath. If there's something you could use instead that makes the visual language of the map a little clearer, that would help a lot in communicating how the map actually works. | ||
iPlaY.NettleS
Australia4315 Posts
On January 31 2018 20:56 MMA_fan_ wrote: Say hello to Uprising! My very first map ever made, in either Starcraft 1 or 2! I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay. I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!! Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH This map is impossible to do forge fast expansion on. | ||
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FlaShFTW
United States10069 Posts
On January 31 2018 20:56 MMA_fan_ wrote: Say hello to Uprising! My very first map ever made, in either Starcraft 1 or 2! I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay. I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!! Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH ![]() (HMM) | ||
MMA_fan_
United States35 Posts
I did draw inspiration from CPR for sure, as it's my favorite map that has ever seen professional play. But I think that my map has enough differences that it shouldn't be an issue, so I'm not really sure why you're trying to make one. | ||
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FlaShFTW
United States10069 Posts
On February 01 2018 16:16 MMA_fan_ wrote: I did draw inspiration from CPR for sure, as it's my favorite map that has ever seen professional play. But I think that my map has enough differences that it shouldn't be an issue, so I'm not really sure why you're trying to make one. You map is too simple and the center is too boring. How is a Terran every supposed to move out against a Protoss? | ||
MMA_fan_
United States35 Posts
On February 01 2018 16:57 FlaShFTW wrote: You map is too simple and the center is too boring. How is a Terran every supposed to move out against a Protoss? I mean, it's literally my first ever map. I expected people to be finding things wrong with it, and these are things that people will point out to me and that I will fix on this map and keep in mind for future maps that I make. | ||
oshibori_probe
United States2932 Posts
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Freakling
Germany1526 Posts
Any one with too much time on their hand willing to try develop some new Ash ramps? On February 01 2018 08:19 Rickv100491 wrote: Instead of obsessing over such minute details, maybe you should focus more on the core issues of your maps.well I think so, just asking that, because you know the deal right? different countries, different time zones and so, and yes I think I can submit it on the third, but to be sure I'll try to submit on the second from here, to be more sure ![]() On February 01 2018 09:27 JungleTerrain wrote: Seen from that angle – I wonder what they make of that huge pool of map submissions for the ASL4 contest. Would be a pretty bad idea of them to just forget about it, and I doubt any one will really manage to make a map exclusively for ASL5, not a quality map at least, on such short notice. Guess they want to be sure that the map makers stand by to update stuff at their whim. What they really need is better foresight, there is absolutely no need to postpone every step of map selection, testing, updating, introduction, and usually further edits, because for various reasons most maps tend to have some serious flaws (insufficient knowledge about bugs and too little, too late and very superficial, on a technical level, testing being the most important ones) to the latest possible moment. Why can't they plan 3 months in advance – 1 month for submissions, one for testing, updating and selection, and one to actually give players time to learn the map (or make it 2.5 months with only 2 weeks to train on the final version, as players would be involved in testing an selecting anyways)?I’m not submitting anything this time around. Don’t think they would choose Uzi Sara again (they have the map file still anyways, I sent it straight to 910 [kangkuyol], if they actually do want to). And Power Bond I don’t consider finished still (although it’s playable). I would want to make another map or two, but at this time I’m too busy/uninspired. Or they need their own team of map makers. Or both. On February 01 2018 09:40 Jukado wrote:Ive finished my two maps now, havent emailed them yet but if anyone else needs a hand I might be able to help in some way. well, I need Ash ramps that don't look like total garbage in HD graphics…CrystalDrag are you about? Might need to email maps on his behalf if not. Cross Game and Kiseyras? Seriously, they should just use Kiseyras, which was already submitted for ASL4…Freakling, just make a few new email accounts and send them all! Mustachefreak, piratefreak etc. Probably Id go for Frogstar World B and Eddy. I am sure no one would notice @_@ ; especially after I already submitted everything currently on my shortlist, except for Oxide, for ASL4. EDIT:@Jungleterrain, just delete the minerals from the mineral only and put them right outside the nats so they are much easier to take.[/QUOTE] On February 01 2018 10:42 flametitanrose wrote: If you mean the rock sprites, they are actually required to blend the vision blocking terrain to the cliffs properly, so I cannot really remove them. I don't see how it would be hard for people to figure out, anyways. And as for the small shrub doodads I use to mark the vision blockers, that's actually copied directly from how it's done in SC2. There is not established standard for how vision blockers are to be implemented in SC1, as no Korean tournament map (except Mist) has made use of them yet. There should be something to mark them as a broad hint to players that there is something noteworthy is going on, and using those bush sprite is an ideal solution in that regard:One thing I would say to adjust on frogstar: I don't know how many people will pick up on the fact that the big doodads over the entrances to the thirds are actually just sprites with vision restricting (but fully pathable) tiles underneath. If there's something you could use instead that makes the visual language of the map a little clearer, that would help a lot in communicating how the map actually works.
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FlaShFTW
United States10069 Posts
But I think that my map has enough differences that it shouldn't be an issue I'm sorry, but when you say something like this, it just comes off as "oh my map is unique enough to sin CPR to be a good map on its own" without considering what map CPR a good map in the first place. The idea of a relatively straight forward center but wide enough side paths that make side pushes and flanks possible. That is the issue. | ||
ajmbek
Italy460 Posts
On January 31 2018 23:34 Rickv100491 wrote: been honest.. One of my favorite maps I've made to enter this contest is this one, I've been working on it really hard.. although I am still working on the second one, which still hasn't had any major changes, just rough sketches for now, buuut making high progress too, although admittedly Freakling, Crystaldrag, JungleTerrain and any other bwmn map maker, are way better map makers than one that just begun a year or so ago to make maps, but hopefully it is good enough to been noticed ![]() Any Feedback is Highly appreciated ![]() http://www.panschk.de/mappage/comments.php?mapid=4877 ![]() Too easy to split the map. Maybe two narrow corridors on the sides will help | ||
ajmbek
Italy460 Posts
On February 01 2018 07:57 outscar wrote: Uzi Sara ![]() This is a cool map. Really different but still logical. I like it. We can see a lot of new strategy here. | ||
ajmbek
Italy460 Posts
Here it is www.panschk.de | ||
Rickv100491
Ecuador29 Posts
.. Freakling: Instead of obsessing over such minute details, maybe you should focus more on the core issues of your maps. Ammm.... Core issues....... got it Freakling thanks for the pointer, and I was worried, because the time zone usually helps me concentrate more, like I know until which time I have to upload and so ![]() | ||
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