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DEADLINE HAS PASSED, NO MORE SUBMISSIONS WILL BE ACCEPTED
Vote here.
Update: Please see end of thread for info, and voting thread is coming soon.
Alright, the discussion in this thread got me thinking, and I realized that there might be a large amount of potential contributors to teamliquid that just haven't been given the opportunity, at least in recent times, to use their powers for the sake of the community. The group that I speak of, is Map Makers. Well, map makers, I want to give you that opportunity, so I announce the beginning of the Team Liquid - Clan Art Map Making Contest. (the TLCAMMC for short. )
NOTE: MEMBERSHIP IN CLAN ART IS NOT A REQUIREMENT TO SUBMIT A MAP.
The only reason I am tacking Clan Art's name onto this is that at the end we are going to vote for the top...4 or so maps, depending on number of submissions, and have a clan art tournament using those maps as the map pool. So, do you have an awesome idea for a map? Or an awesome map already made that you would like to submit? Well, just read the rules below and start submitting. 
Rules
1. Maps must be YOUR original work, if somebody submits lost temple I am going to slap them.
2. No UMS or Money/zero-clutter/fastest maps, this is for a 1v1 tournament.
3. One submission per TL-ID, I don't want your whole portfolio, just your shiniest gem/most interesting idea. I suppose if you decide that you have a better idea, you can submit a map to replace an earlier submission, we will deal with that situation if it arises.
4. Be Creative! LT clones are, imo, a dime a dozen, so lets see what your imagination can create. (Although, if you think your traditional style map is really good, by all means, completely ignore rule #4.)
5. Only submissions submitted to me by PM will be considered for voting, to keep this organized for my sake. By all means if you want to discuss your map, you can post in the thread, just remember to pm it to me before the deadline. At the end I will compile them into a mappack and rehost. (If you want to make an anonymous submission, just say something to that effect in your pm.)
Alright, I think that about covers it, if you have suggestions/complaints/want to brag about your mad map making skillz, post in the thread.
Deadline tentatively set for April 14th at 12:00 TL time, if you think this is too long or short, post in the thread please.
After the deadline I will update the thread for voting and set up a thread for clan art members to sign up for the tourney.
Edit: Moved deadline from 2nd to 7th. Edit2: Moved deadline from 7th to 14th.
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Oh lawdy I is so excited for dis.
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Sounds like fun, guess i'll go break out my awesome map making skills for this one.
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I have a ton of homework, can you extend it another week?
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On March 26 2008 08:09 fusionsdf wrote: I have a ton of homework, can you extend it another week? Would the 7th be enough time? That would give you two weekends, which I would assume would be the best time to work on it without homework. If not, I can go to the 9th and make it another full week.
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Yeah I would like the 7th a lot more too.
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Time for me to show my great skills :D but im only doing this cuz my internet is been fraeking slow and i have nothing else to do
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My personal belief is that the fastest style minerals changes the game too much, so I would go with the second one. However, in the interest of democracy, I suggest that, if you want to, you post the first idea in the thread to get other's opinions on it, if they say they are ok with it who am I to say different?
What do you say boys? Main's start on null terrain and there are 8 minerals patches of 500 each in a sort of fastest style set up (the idea is that you choose which place to really put your main, and the early buildup goes fast).
My other map is just as extreme in the way it modifies game play, so I don't know. Doubtful anyone wants to play anything so different.
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On March 26 2008 09:29 PsycHOTemplar wrote:Show nested quote +My personal belief is that the fastest style minerals changes the game too much, so I would go with the second one. However, in the interest of democracy, I suggest that, if you want to, you post the first idea in the thread to get other's opinions on it, if they say they are ok with it who am I to say different? What do you say boys? Main's start on null terrain and there are 8 minerals patches of 500 each in a sort of fastest style set up (the idea is that you choose which place to really put your main, and the early buildup goes fast). My other map is just as extreme in the way it modifies game play, so I don't know. Doubtful anyone wants to play anything so different.
This is a really interesting looking map... I must say I'm a bit resistant to the fastest style mineral patches for serious. I would however like to see/play a few games on this map... Besides making timing completely different what other ill effects could it have?
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+ Show Spoiler +On March 26 2008 09:29 PsycHOTemplar wrote:Show nested quote +My personal belief is that the fastest style minerals changes the game too much, so I would go with the second one. However, in the interest of democracy, I suggest that, if you want to, you post the first idea in the thread to get other's opinions on it, if they say they are ok with it who am I to say different? What do you say boys? Main's start on null terrain and there are 8 minerals patches of 500 each in a sort of fastest style set up (the idea is that you choose which place to really put your main, and the early buildup goes fast). My other map is just as extreme in the way it modifies game play, so I don't know. Doubtful anyone wants to play anything so different.
Wow, this looks so cool. I would play it.
But, i honestly think, it'll be hard to get some games on this map, even for fun.
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Besides making timing completely different what other ill effects could it have?
It might frustrate some players that you have to tell a peon to go right up to the geyser AND THEN order it to make a refinery/assim/extractor, or the peon will get retarded and just not do it. Other than that, null terrain is cool enough and people should be willing to try it out. Timing is different in all maps, so I don't think that's really an excuse not to play. Although I guess it's noticeable that you get your pylon at like 6 probes or whatever instead of 8, it's not a big deal if you watch your minerals and not your supply count for BOs.
My ingame deco skills are amazing, so actually open the map up in a game because it's beautiful Lot of mappers know how to make a picture pretty, but forget about the actual in-game look.
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my first mapideas:
katrina choke assimilator-choke back door to natural annoying critters at natural open - close - open gate in the middle a non lift-off island expo with two gas and three min patches with 10k and 5k (with dark swarm protecting the workers :D)
maybe its a bit too much? :D
http://home.no/diggurd/Backdooru1.0.scx 
edit updated vers.
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hey psychotemplar can you give us the panschk link for us to DL it i wanna play it
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Whoosh :D
http://www.panschk.de/mappage/(2)Whoosh(n).scm
mineralblocks got 24 each, theres a little path issue so units might get confused and stuck at those minerals but it rarely happens
the centerhills got 815 ramps leading to the middle (shortest main-main path) but units wont get stuck there and instead choose the wider route
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Man, I hate how such good maps that I see so often come out at panschk/bwm and yet they never get say, more than 100 people to even TRY the map - most just give it a look and then formulate an opinion, and even if it is favorable and they like the map, they don't even touch it because no one else would play with them... that's why I stopped making maps. Man, there are such good mapmakers in this community and yet lots of their efforts are fruitless, so finally there may be a chance for their maps to get a bit of attention (and if a map appeared in Korea, that would be so crazy because some maps that you guys make are better than some of the current ones in Korea by far o.o).
Sweet I downloaded both maps and will try to test them with some friends if I can get them to come on. And Diggurd, 128x128 is playable, it's standard really.
Edit: Already found a few glitches in your map PsychoTemplar, iunno if I just did something weird or what but I started top left and made expo to the about 8 o clock position, then when it was about done I clicked all my drones to the mineral patch down there - unfortunately about half of them started going crazy and went to the left side of my null terrain base, where they were stuck and all my efforts to move them were unsuccessful. Also I think the gas in the null terrain base is kind of unneccessary, it's 5000 gas and so close so it's just like having a 2 gas main. Also, from both bases you can just go around the DT wall by using the creep colony route...
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+ Show Spoiler [rant] +Man, I hate how such good maps that I see so often come out at panschk/bwm and yet they never get say, more than 100 people to even TRY the map Lucky to get more than 4 lol. For my maps, usually I can only get MuShu to play with me lol. If I find him, Chill is willing enough, but sometimes I'd really just like to watch people play on my map instead of having to be one of the players every game. Even then, since I almost never make standard maps, people get frustrated and don't really want to figure them out (which I guess is better than making a standard map, and someone saying "well I'd rather play one the standard pro-maps out there, since they have to be better.") Until there's a large community of people with a fetish for playing new maps, most of these maps will never be played.
Post replays if you do, please and thank-you! :D
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Also, from both bases you can just go around the DT wall by using the creep colony route... Err, you can't walk ONTO the null terrain, and I don't really know how you did that with your drones. I'll go and check.
OK. It wouldn't happen in a normal game (since stuff would be mined out too quick), but if you try to transfer probes to the bottom left base from the main, they'll do that weird thing. You can free them by spamming hold position (select an overlord or zealot or something with your peons). When I played 1vs1s, I never experienced that, so I think that it's just a problem with aggressively experimenting ;P
Edit again: Actually, thinking about it more carefully, it doesn't make sense at all to transfer probes from the main to a base that far away. You would want 8 peons at the main for max efficiency until they run out (doesn't take that long), and you would just rally the rest to your nearest expo, since you can't increase efficiency anymore at your main, when your main minerals ran out, it's only logical to send them to the closest base. Tell me if it turns out to be a problem in real games, but I can't really see how it would be with players thinking logically and trying to win.
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Also the null terrain is buildable and I don't know if you wanted it to be - maybe lots of people will be turtling or w/e which would be annoying since you can't get back in.
EDIT: Ohhh okay
hey come on west op tl-west and I want to test with you
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this is offtopic, but where do you get all the ramps? I have SCMDraft and it doesn't have any of those doodads :/
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