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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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On March 26 2008 11:31 PsycHOTemplar wrote:Show nested quote +Also, from both bases you can just go around the DT wall by using the creep colony route... 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. Well, if you think of it from Zerg, since they have larva they can create drones WAYYYY faster than the terran or protoss will be able to with the fastest placement thing, so they will have a huge advantage and way too many drones than they need at that base - so I would transfer an amount when my expansion is finished because by the time my expansion finishes I had like 16 or 17 supply iirc so I sent about 6 drones and 4 of them got stuck.
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16992 Posts
Ugh. The last thing I want to see is a bunch of maps with large/small ramps, weirdass bridges, sprites everywhere, neutral buildings, neutral spells, mineral blocks freaking everywhere and other contrived "unique" features so separate it from the crowd. Namja Iyagi type islands? RoV ramps? 815 ramps? I don't want to see that crap.
It doesn't matter how "unique" your map is. If it's a good map with a good concept and is well balanced and beautiful, it'll succeed.
</rant>
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16992 Posts
Oh, and I'd love to participate. I was never really very good at mapmaking, though :[
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On March 26 2008 11:43 FragKrag wrote: this is offtopic, but where do you get all the ramps? I have SCMDraft and it doesn't have any of those doodads :/
You make them.
Literally.
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Hey guys, I'd really suggest you test out PsychoTemplar's map. Even if you don't like it, grab a friend and just go play a few games on it when you're bored or something, it's a really fun map. Seriously, it's like a whole new Starcraft! It's awesome. From what I saw there weren't many significant imbalances, it was very good and a great concept. No kidding, download it and play it.
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If it's a good map with a good concept and is well balanced and beautiful, it'll succeed. It actually won't. Maps like that are a dime a dozen. If you have a big name you might be able to get it in some tourney, but really those maps don't stand out at all. The only thing for the rest of us to do is just make cool maps that we'll have fun on, cause nobody wants to play on a clone of pro maps (least of all me).
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damn I'm liking the look of Whoosh.
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On March 26 2008 13:08 XCetron wrote: damn I'm liking the look of Whoosh.
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Can I use Faoi, despite it being in iCCup?
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As with PsycHOTemplar's map, I am going to leave this one up to the other participants. I am not sure if that gives it too much of an advantage, or an advantage at all, over other submissions. However, if you have another that you are really proud of, I would suggest just using that one, but that is just a suggestion.
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On March 26 2008 13:41 Nightmarjoo wrote: Can I use Faoi, despite it being in iCCup?
I KNEW IT LOL
Art.ShallOw wrote:This should be hot, I KNOW that Nightmarejoo will try to convince us to play Faoi 
From the Clan Art forums
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On March 26 2008 14:28 ShaLLoW[baY] wrote:Show nested quote +On March 26 2008 13:41 Nightmarjoo wrote: Can I use Faoi, despite it being in iCCup? I KNEW IT LOL Show nested quote +Art.ShallOw wrote:This should be hot, I KNOW that Nightmarejoo will try to convince us to play Faoi  From the Clan Art forums 
who would have ever thought
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On March 26 2008 14:31 Reflex] wrote:Show nested quote +On March 26 2008 14:28 ShaLLoW[baY] wrote:On March 26 2008 13:41 Nightmarjoo wrote: Can I use Faoi, despite it being in iCCup? I KNEW IT LOL Art.ShallOw wrote:This should be hot, I KNOW that Nightmarejoo will try to convince us to play Faoi  From the Clan Art forums  who would have ever thought
Your mom. Lol.
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Now children, let's not turn this thread into a flame war. One more word and it is time out for the both of you.
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Can I use Faoi, despite it being in iCCup? I think given the spirit of the competition (giving maps that would otherwise never be played a chance), this would be stupid and selfish. Your map is going to get plenty of games just being in iCCup, probably even by some decent players. Be happy with that.
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On March 26 2008 13:41 Nightmarjoo wrote: Can I use Faoi, despite it being in iCCup? Why not submit your other recent map? Invictus was it?
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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.
Wow! That map looks awesome! I want to download
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On March 27 2008 04:50 StripedBlueCrow wrote:Show nested quote +On March 26 2008 09:29 PsycHOTemplar wrote: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! That map looks awesome! I want to download 
Then download it!
The biggest issue I can see just from a quick glance is: how am I supposed to mine the two gases in the island expos? Make two more hatcheries?
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no, there is just a long way to them, youll have to use atleast 5 workers. im trying to think outside the box, but hey its 0.1
thx for the attention 
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Hmm just got an idea. Wouldnt it be interesting with a 1:1 map with 6 (or more) starting positions? I dont think I have ever seen one used seriously for like 7years or so. I mean there are alot of interesting things from neutral buildings, spells ect, so why not adding more start positions? I'm to lazy to make another map but just throwing it out as an inspiration.
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Would it be acceptable if I name my map SexSexPussyHair? I know the name is in contention (Wuthering Heights) (lol) but still...
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On March 27 2008 06:10 fanatacist wrote: Would it be acceptable if I name my map SexSexPussyHair? I know the name is in contention (Wuthering Heights) (lol) but still...
As a Trial Admin for Clan Art, I don't have any problems with it :p
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People had problems when I named my map Hot Vagina backwards, so I would advice you don't.
Hmm just got an idea. Wouldnt it be interesting with a 1:1 map with 6 (or more) starting positions? I dont think I have ever seen one used seriously for like 7years or so. I mean there are alot of interesting things from neutral buildings, spells ect, so why not adding more start positions? How interesting is a map where every expo is just another main/nat? Not very interesting IMO. I did a 5 player map and felt adding anymore expos would put too much money on the map as it was. It was kinda dumb with a funny theme, but honestly nothing special when it comes to game play.
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On March 27 2008 06:21 ShaLLoW[baY] wrote:Show nested quote +On March 27 2008 06:10 fanatacist wrote: Would it be acceptable if I name my map SexSexPussyHair? I know the name is in contention (Wuthering Heights) (lol) but still... As a Trial Admin for Clan Art, I don't have any problems with it :p They put you in charge? THEY'RE SCREWED T_T
Just kidding. You're not a bad guy haha xD
Anyhow, thanks lol.
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On March 27 2008 07:38 fanatacist wrote:Show nested quote +On March 27 2008 06:21 ShaLLoW[baY] wrote:On March 27 2008 06:10 fanatacist wrote: Would it be acceptable if I name my map SexSexPussyHair? I know the name is in contention (Wuthering Heights) (lol) but still... As a Trial Admin for Clan Art, I don't have any problems with it :p They put you in charge? THEY'RE SCREWED T_T Just kidding. You're not a bad guy haha xD Anyhow, thanks lol.
No, they're considering putting me semi-in-charge of some things, and me accepting SexSexPussyHair might be a nail in that coffin
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I think the name SexSexPussyHair gives the map an unfair name based advantage, so I am against it. And don't worry ShaLLoW, this little digression will just be our little secret. 
Edit: Or wait, was indiscretion the word I was looking for? Idk, either way, it is a secret.
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Shameful bump for people that didn't see it...sorry Nightmarjoo.  Edit: This is the only time I am doing it though. Also, I am thinking of maybe posting on bwmp or something, is that a good idea or will we just get way too many submissions?
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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. Oh My God.
iloveyou. I love fucked up maps where you can tons of original and fun shit, please direct me to thee nearest DL link. Also need people to message me to play it, since most people i know are gay.
Edit: It's above me Map got me excited and i post too soon
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Don't worry, we are all premature from time to time. 
Anyways, I am going to put all the links of possible submissions in the op, or at least ones that the maker supplied the link for. And PsycHOTemplar, it looks like people really liked the map, so I am ok with it.
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im going to bump this so new people might participate, and at the same time post the newest version of my map. i know there is a lot of shit there, and its maybe a bit complicated. this is my first time making map, and it was a lot of fun. hoping for more maps.
http://home.no/diggurd/Backdooru1.0.scx + Show Spoiler +not the correct pic, made a few expo changes.
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Great job spicing it up with a few doodads. For a first map, it's looking pretty cool. At this point I'd advise removing some of the minerals in the middle expansions. I count 9 for the mineral only and 8 for the middle expos that have gas. I would advise removing the middle expansion or just turning it into one, because if you have one then you probably can take the other one, as well as balancing the mineral onlys because as it is, blue and purple are further away from it than red and teal.
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I haven't made a map before (well I tried one but it failed), but I thought I'd give it a shot. Before I add doodads and submit it, I thought I'd ask here for some feedback.
I think it's a fairly standard map and I've always been fond of 2-player maps. I just want to know if the concept is good and if there are any glaring balance issue. The only things I think might be an issue is the natural not being in front of the main choke, the three bottom expansions being kind of far away and the short drop distance. If you think my concept sucks and I should abandon it, feel free to say that too.
Thanks
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Piecake, I don't know about everyone else but I really like it, be sure to hit me up with a download link even if you decide not to enter it in the contest 
I love the overall simplicity and I think it would be a fun standard map to play. I don't know anything about map balance based on layout though.
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You can't make Zerg try to defend that natural without giving them some kind of compensation (which you don't, because you have a cliff with room for tanks above it. Also, the map is really tight (T>ZP P>Z).
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It seems really tall, so the expoes at the bottom seem really really far away, and alot of space in the middle is unused. I would almost say go from 128x128 (im assuming that is the size), to 128x96, making it more blitz X like. Otherwise I like the map.
edit: looking closer at the map, a big problem with it that i see is moving around the map. You have no inverted ramps (or that i can tell of), so you just have multiple little chokes around the map, and the only large area is your main/nat, and the giant middle of the map. Without inverted ramps it takes a while to get to the middle there, making large armies (late game) harder to play out. It also gives carriers a huge advantage because of the middle ridge, you could pretty much keep a terran on his top right/left corner with them.
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On March 31 2008 16:43 PsycHOTemplar wrote: You can't make Zerg try to defend that natural without giving them some kind of compensation (which you don't, because you have a cliff with room for tanks above it. Also, the map is really tight (T>ZP P>Z).
Well I tried to make it so the cliffs are not able to be dropped on... I guess I'll have to add some doodads to block them, or maybe even change the terrain a bit. As for the other bit, are you saying I should make the Terran push farther? It wouldn't be hard to block off the path beneath the 12 expo and make them go around and through the middle instead. Would that solve or at least help it?
EDIT WARS:
On March 31 2008 17:05 Alventenie wrote: It seems really tall, so the expoes at the bottom seem really really far away, and alot of space in the middle is unused. I would almost say go from 128x128 (im assuming that is the size), to 128x96, making it more blitz X like. Otherwise I like the map.
edit: looking closer at the map, a big problem with it that i see is moving around the map. You have no inverted ramps (or that i can tell of), so you just have multiple little chokes around the map, and the only large area is your main/nat, and the giant middle of the map. Without inverted ramps it takes a while to get to the middle there, making large armies (late game) harder to play out. It also gives carriers a huge advantage because of the middle ridge, you could pretty much keep a terran on his top right/left corner with them.
That seems like a good idea actually, but it's kind of a pain to implement. I'll see what I can do.
Hm... so you're saying I should make the map more open, if only by placing inverted ramps in order to make late-game easier and carriers less overpowered? That seems doable. I guess I thought it wouldn't matter so much with the open middle but I see your point.
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You actually dont need to add many inverted ramps at all, just on the top side of the large middle block should do, the other blocks on the left and right that are about 1/3-1/4 the size of the middle area seem fine to me. Just play with it, but as it stands right now, you only have 4 smallish chokes (which seem smalled than the python natural expo exit) to leave with your army.
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Here, i went and did a picture of where I think they would help, just a suggestion though.
Edit: from what i see, its possible to land a CC at the btm expo without mining the min patch? at the btm right corner, im not sure though, i cant see without being in SCUMedit =/. And i found another non-symmetric part of the map, the btm left/right expoes, the chokes right past the ramp going up and then when it comes down, that bottleneck on the right is 1 box smaller than the left side.
+ Show Spoiler +
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No I checked the bottom expo, you can't land a building on the very bottom row of the map, it looks like you can however. And yes I know I suck at symmetry... it's really hard though.
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Faceoff
Because 96x96 maps are awesome.  Mineral blocks are 32 each. There are some pathing issues (Blue Storm anyone?) unless you mine the mineral blocks.
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Belgium9947 Posts
I wanna see good concept maps like Coulee back in the day
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On March 26 2008 11:07 Carkling wrote:Whoosh :D http://www.panschk.de/mappage/(2)Whoosh(n).scmmineralblocks 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 I like this map
Very strong map for terran, especially because you can drop tanks behind expoes in main etc.
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Well I tried to make it so the cliffs are not able to be dropped on... I guess I'll have to add some doodads to block them, or maybe even change the terrain a bit. As for the other bit, are you saying I should make the Terran push farther? It wouldn't be hard to block off the path beneath the 12 expo and make them go around and through the middle instead. Would that solve or at least help it?
Look,
the green line is the shortest path to the enemy base. You tell where along that line it's a good idea to flank the Terran army. Really, there's only one not tight spot on this map (that middle hill), and I don't think you're going to see any battles there. Players are just going to get really frustrated because you haven't offered them anything but a huge disadvantage vs Terran.
The red circles I drew are where I think tank drop is possible... it's really not that hard, just make the cliffs thinner.
Very strong map for terran, especially because you can drop tanks behind expoes in main etc. Whut? You wanna rewrite that, cause it actually doesn't make sense (yes I know you're referring to Whoosh)?
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So I made version 2:
I made a few obvious changes, the map is shorter and I changed tilesets (because Ashworld is unfortunately kind of not good). The map should be perfectly symmetrical this time (I misjudged the median line in the first one). I moved the barriers down and to the sides so as to make the push path more open, and I added the inverse ramps.
As a consequence of making the map shorter the bottom expos I think are kind of squished, I didn't even have enough room when I tried to use the original design. Another thing is that, even though it's more open now, the push distance is still kind of short. Is there enough flanking room now to compensate?
And PsycHOTemplar, I made sure you couldn't drop tanks above the naturals this time.
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zerg lurker contain vs toss would be totally unbreakable, so would terran contain vs FE toss or whatever. Can't you make the nat choke a bit wider? even nostalgia had a back entrance cos the bridges were jewish.
it's a lot less congested tho...
why bridge AND ramp to corners? they'd be pretty much impossible to break with a land army (or is that the point?)
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On April 01 2008 18:44 Resonate wrote: zerg lurker contain vs toss would be totally unbreakable, so would terran contain vs FE toss or whatever. Can't you make the nat choke a bit wider? even nostalgia had a back entrance cos the bridges were jewish.
it's a lot less congested tho...
why bridge AND ramp to corners? they'd be pretty much impossible to break with a land army (or is that the point?)
Are bridges really that bad? I could make them wider easily, but I thought that was wide enough. How are they harder to break then, say, a ramp? No high ground advantage?
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Korea (South)922 Posts
Hmm i was bored one day and i made a map...
i cant seem to get the sprites to show what they really are on scm draft and i dont know how to get an image of it so, here's the legend/key: ultra = assim (aka troy-ish), overmind = xel naga temple, carriers on the right = psi disruptors(this is so the gas is blocked on the 1/7 expos so its like a min-only until you destroy it, then the center expo is also fully blocked by psi disruptors, but that was seriously pure boredom, like anyone will use it unless a last resort..), egg = spawning pool, and u can barely see it but near the 8/10 expos there's an obs which is permaswarm. the meaning of this map is that the closer you are the harder it is to attack..very choked on left, slight choke in middle, and wide battlefield on right...the swarms were meant for anti-tank on ledge, but enough moved away so lurks cannot be abused. Enjoy! Oh and pointers for editing would be nice too. If anyone knows a way to upload maps online let me know >_>
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http://dump.no/ ?
i love your maps guys :D keep those original ideas flowing.
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And PsycHOTemplar, I made sure you couldn't drop tanks above the naturals this time. Maybe not above the naturals, but that wasn't the point The point was stop making really tight maps.
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Korea (South)922 Posts
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Just reminding people that you must pm a dl link of your map to me by the 7th at 12:00 tl time. Plenty of people have put maps in the thread but as of yet I have only received 3 final submissions.
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that backdooru map is really interesting
this fastest-style main idea is fantastic I hope that the workers dont get stuck however
my idea is that you should make the patches there have like 2000 instead of 2500, so perhaps the zergs wouldnt get that much of an advantage. On the other hand, after this place would dry up, the terran could just float (and poor protoss would get stuck!)
I dont like this "broken bridge" thing, I would delete this. Actually you could make the map BIGGER! What a pity we dont have any 6 player maps, as someone said, or any 192+ maps.
Actually, I always dream of someone taking lost temple and pasting it into a 256x256 map - and then drawing the rest of the map around :D
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very interesting maps :D
very skilled people here!
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... terran bunker rush overlooking the opponent's main?
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Bunker, tanks, lurker, mutas, storm, cannons. You could even put a hatchery up there and sunken rush ^^ Like I said, I wanted to value harassing of all kinds. Tho I did make sure that the defender has enough space to put sunken, lurker, cannon, bunkers behind his main mineral line to protect it tho. Plus there are 2 open easy to flank fronts against these types of rushes. So it's not an overpowered unstoppable move. But still veeery strong and you're gonna want to make sure you scout that and try to take over the middle ^^
Fun isn't it? :D
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cmon guys!! only three days left, make some more maps. its really not that hard.
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Less than 6 hours left before deadline. Your mad skillz and reputations are at stake!!!!
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I know I'm past the deadline, but hopefully you can make an exception? I was working on another map for quite awhile, but just wasn't satisfied in the end. So, this is a map I whipped up tonight, and I haven't even gotten a chance to play test it, so I hope nothing is wrong. I've never really tried making a map, so it's probably nothing special.
[2] Rotar 1.0 + Show Spoiler [Image] + + Show Spoiler [Download Link] +http://rapidshare.com/files/105497829/_2_Rotar1.0.scm.html
For those curious a picture of the map I gave up on: [4] Pincer + Show Spoiler [Image] +The tankable main was mostly what irked me the most, and I couldn't think of anything to replace it without making the map more boring than it already is.
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was working on a map right now, didn't know about this contest ;/ Am I too late to submit?
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rotar 1.0
not convinced, that central bump makes it a TvT KOTH map =/
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Alright, some family stuff came up, so I am going to extend the deadline a week, so keep submitting.
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I like the concept, can't think of any potential imbalanced match ups.
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Calgary25981 Posts
I drew a map on paper. Can I submit that? I don't have the technical skills to actually make it in an editor
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On April 09 2008 00:47 Chill wrote:I drew a map on paper. Can I submit that? I don't have the technical skills to actually make it in an editor  I think everybody is just going to start out the game by drawing 24 carriers for themselves.
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On April 09 2008 00:47 Chill wrote:I drew a map on paper. Can I submit that? I don't have the technical skills to actually make it in an editor 
Chill if you want send me a picture and I'll try to convert it into map form :D
Make sure it's detailed, I don't want like 3 circles on a paper and expect me to make a godly map
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Rotar 1.0: Just opened it on on editor and found what could be a mistake. I suppose the cracked cliffs behind the naturals are intended to avoid unit drops? If so you might want to fix the holes in both of them, use the unit layer in stardraft to see it: + Show Spoiler + You could even build a turret in some spots. Not sure if it's intentional or not.
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Wow, I never used the unit layer when I used to make maps...I would just move the mouse around trying to place a unit and make sure it never turned green.
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I changed a couple of things in my map. Made ramps larger, added ramps to second expo, changed middle expo, made corridors larger and adjusted some distances between bases. Most of it to try to make the map more friendly for pvt and zvt.
(3)Round download: http://rapidshare.com/files/105976568/_3_Round.scm.html
pic:
(click to enlarge)
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On April 09 2008 02:40 VIB wrote:Rotar 1.0: Just opened it on on editor and found what could be a mistake. I suppose the cracked cliffs behind the naturals are intended to avoid unit drops? If so you might want to fix the holes in both of them, use the unit layer in stardraft to see it: + Show Spoiler +You could even build a turret in some spots. Not sure if it's intentional or not.
Thanks for pointing these out. I was pretty rushed because I was already past the initial deadline while making it. I'm going to fix this and a few other things in the map.
Edit:
Rotar 1.1:
+ Show Spoiler [image] + + Show Spoiler [download link] +http://rapidshare.com/files/106015923/_2_Rotar1.1.scm.html
The changes are minors. I fixed the noted cliffs (I believe so anyways, if there are still any holes, please tell me), I moved the ramp at the bottom main over since it wasn't symmetrical with the other main, I changed the mineral layout in the mains since the gathering times were stupid and I believe that's all. I'm sort of afraid to make any drastic changes unless there are any notable imbalances.
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Korea (South)922 Posts
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yes they do, and the spawningpool . kinda reminds me of an idea ive seen before..
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On April 09 2008 07:59 VIB wrote:I changed a couple of things in my map. Made ramps larger, added ramps to second expo, changed middle expo, made corridors larger and adjusted some distances between bases. Most of it to try to make the map more friendly for pvt and zvt. (3)Round download: http://rapidshare.com/files/105976568/_3_Round.scm.htmlpic: (click to enlarge)
hey i like the idea, but i dont think its possible to play on that map seriously. what about moving the main mins/gas a bit? and maybe have like 15 patches, 50 % of them is in the cliffs' reach? i like stacking of teh scv. + Show Spoiler +
and rotar looks cool :D
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Alright, about a day and a half until the deadline, and we are sticking to this one pretty strictly, because I want to move on to phase 2 asap. Just a reminder to those of you that have posted about maps or about making maps and have not pm'd me, if you don't pm me, your map will not be in the voting, and you will unfortunately be a very sad panda.
NO PM TO LEMONWALRUS = NO VOTING FOR YOUR MAP!!!
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+ Show Spoiler + The 2nd nat is lurkable/stormable/tankable. Inspired by donkey kong. You can drop a tank into the center of that "temple" in the middle of the map, but honestly that is not even worth the time taken to do so. Minerals are lined up along inside cliff for balanced muta harass (peaks style). Terran can wall in via RoV depot/rax.
+ Show Spoiler +
I will make an obs version upon request. Please critique.
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DEADLINE HAS PASSED, NO MORE SUBMISSIONS WILL BE ACCEPTED.
Now I will make the voting thread, but before I do, I needs halp. I have tried to make jpegs of all of the maps for the voting thread, but apparently my computer has ADD because it renders half of the image and then gets confused and gives up. (I have tried all three of PsycHOTemplar's methods in the bwmp thread.) So anyways, if any of you are capable please pm me and I will send you the files so that you can make jpegs for me to post in the voting thread. I know this will be kind of a pain but it will be greatly, GREATLY appreciated, as I think the pics of maps will definitely assist in getting people to vote. Seriously, I will love you forever.
-Lemonwalrus
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Calgary25981 Posts
FUCKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
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Chill, had equinox already started on it?
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Calgary25981 Posts
No lol I hadn't even drawn it. I'm just mad at myself for putting it off, since I had a sketch done that I liked.
When's the vote happening?
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As soon as a kind soul makes the pics for me +10 minutes or so for me to make the thread, although if nobody responds in a while I might try again and see if there is another way. I plan on doing another one of these in the future, so keep working on your idea.
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You can send the maps to me and I'll make .jpg's Just tell me what size, resolution etc do you want.
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Alright, I have a volunteer that pm'd me, so I have sent him the link, but if he can't do it for some reason I will send you the link VIB, thanks for volunteering. TL always comes through.
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Make sure you do them 768/768 pixels (standard in mapping world), and don't bother making a pic of mine unless you wanna make the little box to show the DTs again.
Actually... I just realised how low quality the picture I have there is... maybe you should do it too ^^
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On April 16 2008 10:31 PsycHOTemplar wrote: Make sure you do them 768/768 pixels (standard in mapping world), and don't bother making a pic of mine unless you wanna make the little box to show the DTs again. So that's what those were. I had no idea what the hell those buildings were or how you got buildings to sit on bridges and be invisible in the game. I officially lose at starcraft.
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DT shaped buildings? :S o.O
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