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Something to fill the current submission void:
Защитная Технология Version: 0.80 (BETA) Size: 128×120 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Cover-mechanics-focused two player map.
- "Shield" areas (indicated by Pylon Fields) provide cover (~47% miss chance for all ranged attacks).
- Shortest path follows "valley of death" through the centre – armies and reinforcement sent straight across the map can easily be flanked from the surrounding high grounds.
- Big plateaus on the outskirts offer strategic focus points for big army manoeuvering.
- Innovative base layout, combining a sideways natural with a "triangle" third outside the main/nat wall allows for more even expansion choices in both directions.
- Drop cliff between natural and triangle third with a ramp to the main, blocked by a neutral building, offers drop harassment opportunities against three bases at once, so players should keep a keen eye on it (suggestion for the ultimate troll rush: Drop a Tank, Vulture and 2 SCVs to repair the blocking neutral building when the defender tries to break through). Scarabs can bypass the building.
Download full Freakling map pack
Disclaimer: This is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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Your ID : Suricatta Location : US East Map Name : (3) Sand Gate Map Version : 0.6.1 Map Size : 128x128 Map Concept : 3p standard-hybrid map. Standard main/natural and center layout with two semi-island bases and a forward third. The main has a mineral-walled backdoor into the close island. The mineral wall is 2 patches thick, each patch has 32 minerals. The other islands are separated by neutral Protoss Temples (not stacked). Neutral creep colonies near the backdoor gas base so that Zerg can wall at the choke.
http://www.panschk.de/mappage/comments.php?mapid=5368
Updated to 0.6.1, see map link for changelog.
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- Your ID: 효진 (CrystalDrag) - Location: US - Map Name: (2)Reflection - Map Version: 0.54 - Map Size: 128*96 - Map Concept: 2p map where expanding either clockwise or counter clockwise is feasible. Portions of the high ground in the middle have unbuildable terrain that prevents the construction of buildings 4x3 sized. - Map Image:
Buildable Area + Show Spoiler +
Download @ BWMN.net
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lot of really interesting maps in this thread, looking forward to the further steps of the contest
i've tried making a few maps but i dont think i will have anything i am happy with by the time the submission deadline finishes.
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Hello, TL. I sumbit a my map.
▶️ Map File
▶️ Your ID: mAziciAn ▶️ Location: South Korea ▶️ Map Name: 2_Red_Eagle ▶️ Map Version: 0.8 ▶️ Map Size: 128x112 ▶️ Map Concept: Standard, Guerrilla ▶️ Extra information - Front yard entrance width including egg is 8 tiles. - 36~37seconds taken to move from base cliff to other base cliff. - All of natural has a starting location sprite for player easily know where is building place. (It won't pop over base building. I moved it under 1 pixel.) - 3,9 o'clock natural route is blocked by a 40 amount of mineral and 5 stacks of power generator. Units can pass through after gathered mineral or destroy buildings. Sieze tanks cannot attack workers in front yard behind wall. - All resource amount is normal, except 3,9 o'clock geyser amount is 2500. - Base cliff can be blocked by build 2 supplies and 1 barrack.
Pure sprite will overlapped when you builded Nexus or something like that.
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You really come from North korea?
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On December 14 2021 22:49 mAziciAn wrote:You really come from North korea? I'm Korean.
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On December 14 2021 23:46 TNWZombie wrote:I'm Korean.
I'm Korean too haha
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Awesome submissions, and using two somewhat rarely used tile sets!
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On December 15 2021 04:32 ox.tQ wrote:Awesome submissions, and using two somewhat rarely used tile sets! agreed!
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Hello, My First work open. - Your ID: Hozzi
- Location: Korea
- Map Name: (2)Butter
- Map Version: 0.8
- Map Size: 112x128
- Map Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y - Map information : Between start base entrance 35sec Most of Center High dirt, High Sand dunes can't building (prevent tighten of terran construction) 3, 9 o'clock Resource : M-1000, G-3000 8,10 o'clock Resource : M-1000
- Map Image:
- Map file : blog.naver.com
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^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again?
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On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again?
I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat.
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On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again?
This was probably the last map I worked on in scmdraft, I'll leave it up to you whether it's any good or not, but if it ever gets finished it probably won't be any time soon.
working title:Sandslash + Show Spoiler +
Obviously the main isn't supposed to be super open like that so you can ignore the entrance that doesn't lead through the natural and just pretend there's a wall there.
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Your ID : TNWZombie Location : Korea Map Name : (2)Ragefire Chasm Map Version : 0.8 Map Size : 128x112 Map Concept : The map consists of three roads and canyons on the way out of natural. There are six Protoss temples on the back street. The Psi Disrupters are not overlapped. The third gas volume is 2000.
0.7 → 0.8 Update. Modifying the main location and changing the entrance position. natural Change location and expand from the nearby two-pronged road to three-pronged road to change from the existing route 8 to 7 compartments, add one more egg, and add 100 mineral for worker movement purposes. And installing two eggs for new route entrance. Psi Disrupters position change due to natural adjustment. 3rd Expansion Pulled in the direction of two narrow legs and adjusted wallpaper. Delete the entrance to the center hill at 4/10 o'clock. The size of the center hill and the entrance of the hill is reduced from the center flatland, and the flatland is revised widely. 4/10 o'clock resource arrangement modification. 2/8 o'clock. Move 2 spaces outside the gas. Other topography, Decorations, and Sprite modifications.
- Download http://www.panschk.de/mappage/comments.php?mapid=5374
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On December 17 2021 20:12 CharactR wrote:Show nested quote +On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again? I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat. It also takes more time because BW maps are not carbon copies of one another, unlike SC2 maps. :-P
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On December 17 2021 20:12 CharactR wrote:Show nested quote +On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again? I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat. i havent done anything for sc2 but, for sc1, i feel like scmdraft (and of course its ancestor staredit) is a lot more difficult to use efficiently than other mapping tools i have used for other games like trenchbroom, doom builder, various iterations of unrealed, so on. it's bizarrely hard to get a sense of scale while mapping. it's difficult to get in the game quickly and see it in the game. other games all-have the ability to set up 1-2 click ways to load up the map within seconds. little tiny things feel like they take so long. maybe i'm just not understanding the ui.
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On December 17 2021 20:12 CharactR wrote:Show nested quote +On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again? I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat.
Finish Static and post it. It can be your last, you won't have to feel any regret about opening scmdraft ever again. From then on you can be free.
One of these years Blizzard will have to pull of Eclipse off of the map-pool. New blood will have to surge.
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