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[Contest] Map Redesign Contest! - Page 4

Forum Index > SC2 Maps & Custom Games
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ymirheim
Profile Joined April 2010
Sweden300 Posts
June 11 2010 06:09 GMT
#61
On June 11 2010 15:06 Red7z7 wrote:
hey i have a mapmaking question. im remodeling blistering sands and i cant seem to able to place any sort of doodads in the deep crevaces. there's plenty of space to place them, and there are already doodads around that area that the original maker placed. not sure what the problem is. can anyone help me out?

If you hold shift while placing a doodad you can place it where it normally isn't allowed to be placed.
The only thing you should feel when you shoot someone... is the recoil
sevia
Profile Joined May 2010
United States954 Posts
June 11 2010 19:50 GMT
#62
Scrap Station 2.0

Image
+ Show Spoiler +
[image loading]


With notes
+ Show Spoiler +
[image loading]


Did this in about an hour last night, so it's not entirely polished, but I thought it was worth posting. I decided to redo Scrap Station. I don't think it's a map that needs a lot of balancing, I just did it to see if I could change the playstyle of the map a bit, from 2-base oriented to 3 or 4 base macro (something that isn't seen too often on two player maps).

The biggest changes happened to bottom bases, which I've seen used in ladder games... maybe two or three times. I connected the island bases to the mainland in three ways: a ramp from the metal plateaus by the natural, a sight-blocked chokepoint near the middle, and a more broad entrance from the bottom. It is rather easy to defend if you focus your entire army on the third, but I also wanted to make the blocked-off bridge more of a threat by adding a tower to its center. This gives the first army to advance across the bridge a significant advantage. The intent is to make map awareness and mobility more important.

I also added small sight-blocked areas to the mains, I think they open up some interesting gameplay options (drops, proxies, hidden tech, etc).
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 11 2010 20:28 GMT
#63
On June 11 2010 00:29 VelRa_G wrote:
Here is my Neo Kulas Ravine. It seems to disagree entirely with the vision of the above revision.

Neo Kulas Ravine 2.0
+ Show Spoiler +
[image loading]


Old version (with original changes marked):
+ Show Spoiler +
[image loading]


Thread


Put 3rd (I'm guessing the base that was originally the natural since your main natural was blocked by rocks became the third) back to it's original spot and it'll be cash.
G4MR | I mod day9, djwheat and GLHF's stream
maybenexttime
Profile Blog Joined November 2006
Poland5712 Posts
June 11 2010 22:34 GMT
#64
This is my take on Kulas Ravine:

Kulas Ravine SE

[image loading]

I'll write a proper description tomorrow since it's very late over here. The map looks much better in game. I think the middle looks especially gorgous.
Red7z7
Profile Joined March 2010
United States74 Posts
June 12 2010 00:51 GMT
#65
im having a lot of trouble making a ramp go from mandmade cliffs to organic ground. for some reason the system wants to make a lower cliff around all manmade cliffs. anyone know whats going on?
o hai thar
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 12 2010 00:57 GMT
#66
On June 12 2010 09:51 Red7z7 wrote:
im having a lot of trouble making a ramp go from mandmade cliffs to organic ground. for some reason the system wants to make a lower cliff around all manmade cliffs. anyone know whats going on?


dosnt work for some reason with my limited knowledge. I know its possible because the official maps have organic and manmade cliffing but so far i havent found a way but i know blizzard have found one.
"Mudkip"
sevia
Profile Joined May 2010
United States954 Posts
June 12 2010 00:59 GMT
#67
On June 12 2010 09:51 Red7z7 wrote:
im having a lot of trouble making a ramp go from mandmade cliffs to organic ground. for some reason the system wants to make a lower cliff around all manmade cliffs. anyone know whats going on?


Hit Shift+I, or go to Tools -> Brush -> Allow Cliff Merging.

Yeah, this one took me about 30 frustrated minutes to figure out too ><
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2010-06-15 00:20:46
June 12 2010 02:52 GMT
#68
Actually I didn't really wanna post my entry here first but I figured that some feedback might help to improve it^^ So there it goes:

(2) Consideration Zone

Pic:

+ Show Spoiler +
New
[image loading]
[image loading]

Original
[image loading]


Description:

My main goal was obviously to make it a bit harder for Terran, hence more balanced generally. All the bases are as much apart from each other so that sieged tanks aren't able to shoot at any necessary buildings (Main building/Geyser). I moved the naturals slightly away from the cliffs to decrease the ease of harrassement, additionally I removed the ground around it, making it harder to swing between natural->high yield->natural etc. All the chokes are a bit wider and the high yield expansion is now high ground, not low ground anymore to make it easier to hold. The last bigger change I can think of is that I turned the bottom left expansion into an island expo. I never liked that extreme short backdoor path between the two bases.

That's pretty much it. If you find something bad and evil, please tell me.

Cheers
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
OpRaider
Profile Blog Joined April 2010
United States307 Posts
June 12 2010 03:28 GMT
#69
^ insane map imbalance? ...look at the gold expo....
it is what it is -day9 airplane story
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2010-06-13 03:22:27
June 13 2010 03:21 GMT
#70
gold expo looks like a nat for one player

edit: if you look closely the lava goes all the way around... I like it
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Batmantis
Profile Joined June 2010
1 Post
June 13 2010 09:58 GMT
#71
I haven't played a single fun game on scrap station, so I made some changes to try to make the map more fun.

(2) Star Station

Pic with notes
+ Show Spoiler +
[image loading]


Regular pic
+ Show Spoiler +
[image loading]


I tried to allow more choice in taking expansions to give the map more variety. Also tried to improve map balance for protoss, terran, and zerg. I think this map offers greater rewards for map control, while at the same time making it easier to defend the natural and possibly a third expansion.

This is my first attempt with the map editor, so any suggestions would be appreciated.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 15 2010 00:20 GMT
#72
On June 13 2010 12:21 mlbrandow wrote:
gold expo looks like a nat for one player

edit: if you look closely the lava goes all the way around... I like it

:o

of course it's all around :|

uploaded a 2nd picture to make it a bit more clear.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
driftme
Profile Joined June 2010
United States360 Posts
June 15 2010 18:31 GMT
#73
On June 08 2010 22:44 ymirheim wrote:
Show nested quote +
On June 08 2010 14:12 Wihl wrote:
I am a bit confused about the "you may not change the terrain theme" rule. First of all, why? And also, would this mean that modifying the tileset to add say.. grass to incineration zone but keeping everything else in the tileset intact would be against the rules and get you disqualified?

The reason is mainly just that the contest is solely focused on how to best refine existing maps to make them better from a gameplay perspective, making changes to the tileset should not be necessary to accomplish this we felt and the rule is pretty much there to avoid getting a lot of "hey I made a lava version of Kulas Ravine" submissions. So you can only work with the textures that are in the tileset of the map already, but you may repaint with those textures all you like.



Damn... I totally misunderstood the meaning of the rule..

Been working on a GREAT fix for Desert Oasis.. But I changed the entire tileset to Bal'Shir. I took the rule to mean that you couldn't make individual changes to the textures in a tile set... it says you can't Add/Remove/Replace textures IN a tileset, not that you can't change the ENTIRE tileset.

Any leeway on this rule if the map terrain is modified? I understand your intent to disqualify just texture swaps ONLY, but part of my redesign of D.Oasis was to make it beautiful like an oasis =] Changed out doodads etc even..

Just wanted to ask before basically starting over or spending the time to undo all my work..
ymirheim
Profile Joined April 2010
Sweden300 Posts
June 15 2010 19:58 GMT
#74
On June 16 2010 03:31 driftme wrote:
Show nested quote +
On June 08 2010 22:44 ymirheim wrote:
On June 08 2010 14:12 Wihl wrote:
I am a bit confused about the "you may not change the terrain theme" rule. First of all, why? And also, would this mean that modifying the tileset to add say.. grass to incineration zone but keeping everything else in the tileset intact would be against the rules and get you disqualified?

The reason is mainly just that the contest is solely focused on how to best refine existing maps to make them better from a gameplay perspective, making changes to the tileset should not be necessary to accomplish this we felt and the rule is pretty much there to avoid getting a lot of "hey I made a lava version of Kulas Ravine" submissions. So you can only work with the textures that are in the tileset of the map already, but you may repaint with those textures all you like.



Damn... I totally misunderstood the meaning of the rule..

Been working on a GREAT fix for Desert Oasis.. But I changed the entire tileset to Bal'Shir. I took the rule to mean that you couldn't make individual changes to the textures in a tile set... it says you can't Add/Remove/Replace textures IN a tileset, not that you can't change the ENTIRE tileset.

Any leeway on this rule if the map terrain is modified? I understand your intent to disqualify just texture swaps ONLY, but part of my redesign of D.Oasis was to make it beautiful like an oasis =] Changed out doodads etc even..

Just wanted to ask before basically starting over or spending the time to undo all my work..


We're going to have a discussion on special considerations to this rule and get back on it asap. Using doodads from any of the map themes is fine btw.
The only thing you should feel when you shoot someone... is the recoil
driftme
Profile Joined June 2010
United States360 Posts
June 15 2010 21:54 GMT
#75
On June 16 2010 04:58 ymirheim wrote:
Show nested quote +
On June 16 2010 03:31 driftme wrote:
On June 08 2010 22:44 ymirheim wrote:
On June 08 2010 14:12 Wihl wrote:
I am a bit confused about the "you may not change the terrain theme" rule. First of all, why? And also, would this mean that modifying the tileset to add say.. grass to incineration zone but keeping everything else in the tileset intact would be against the rules and get you disqualified?

The reason is mainly just that the contest is solely focused on how to best refine existing maps to make them better from a gameplay perspective, making changes to the tileset should not be necessary to accomplish this we felt and the rule is pretty much there to avoid getting a lot of "hey I made a lava version of Kulas Ravine" submissions. So you can only work with the textures that are in the tileset of the map already, but you may repaint with those textures all you like.



Damn... I totally misunderstood the meaning of the rule..

Been working on a GREAT fix for Desert Oasis.. But I changed the entire tileset to Bal'Shir. I took the rule to mean that you couldn't make individual changes to the textures in a tile set... it says you can't Add/Remove/Replace textures IN a tileset, not that you can't change the ENTIRE tileset.

Any leeway on this rule if the map terrain is modified? I understand your intent to disqualify just texture swaps ONLY, but part of my redesign of D.Oasis was to make it beautiful like an oasis =] Changed out doodads etc even..

Just wanted to ask before basically starting over or spending the time to undo all my work..


We're going to have a discussion on special considerations to this rule and get back on it asap. Using doodads from any of the map themes is fine btw.


Great to hear =] I think a lot can be said for a full overhaul of a map if it's done correctly.

I had a few reasons specifically relating to this map:
1. Didn't want it to look exactly the same - hopefully this will make people FEEL like its brand new!
2. Desert OASIS... why is it so dusty and barren?? Not right! =]
3. I like the jungle better.

If you guys decide to allow texture changes in maps that have otherwise undergone substantive changes, AWESOME.

If not, I'll live.. probably just save the D.Oasis remake the way it is and work on a different map to redesign.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
June 25 2010 17:20 GMT
#76
what ever happened to this contest? Did it die? I thought my DO remake was pretty good...
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
ymirheim
Profile Joined April 2010
Sweden300 Posts
June 27 2010 00:32 GMT
#77
No, its not dead, I am still getting submissions for maps and as announced nominee's will be picked and released for voting once the beta goes back up.
The only thing you should feel when you shoot someone... is the recoil
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-27 05:11:03
June 27 2010 03:27 GMT
#78
you said no team maps, but you didn't list them all. Twilight fortress, shakuras plateau , etc?

Also, Beta resumes July 1st. So that is the deadline for this contest.


PPS- Dunno if this guy knew about this contest but http://www.teamliquid.net/forum/viewmessage.php?topic_id=132237
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-27 10:14:20
June 27 2010 08:44 GMT
#79
Anyways, Here is my entry. Now zergs can actually deal with those dreaded Terran Drops.
(4) Reverse Lost Temple
+ Show Spoiler +
[image loading]

[image loading]

http://www.mediafire.com/?g2d1yjmuz4m

edit- whoops, forgot 9's cliff - and there is some low ground start trigger I need to remove too. Wow, the whole map is unpathable/unbuildable besides the islands I didn't change. Wtf? How do I fix this. edit2- figured it out.

Also, added some unpathable cliffs around the mains to prevent blink stalkers without air units to see into the base. The problem with this fix is that also blocks collosus and reaper as well, and later when toss has air they can still blink in.
..and then I would, ya know, check em'. (Aka SpoR)
ymirheim
Profile Joined April 2010
Sweden300 Posts
June 27 2010 17:04 GMT
#80
On June 27 2010 12:27 CharlieMurphy wrote:
Also, Beta resumes July 1st. So that is the deadline for this contest.

Supposedly, I have yet to see a confirmation from blizzard on this.
The only thing you should feel when you shoot someone... is the recoil
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