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Forum Index > SC2 Maps & Custom Games
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Crazyeyes
Profile Blog Joined March 2008
Canada1342 Posts
June 22 2010 04:06 GMT
#21
What's up with this? :O

More polls maybe? Or at least more votes in the current ones :D
WeeEEeeEEEeeEEEeeeEEee!!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-22 04:37:51
June 22 2010 04:16 GMT
#22
On June 22 2010 13:06 Crazyeyes wrote:
What's up with this? :O

More polls maybe? Or at least more votes in the current ones :D

Just updated it!
I've had a REALLY busy week and a half, I'm just working on Redemption now (check the thread in my sig.)

I need ideas from everyone! I'm thinking a 3rd base between a connection of two of the naturals, very very much like Gaia.

Any suggestion is a good suggestion, so hit me! :D~

EDIT: Seriously guys. Post anything. Keep bumping the thread at least
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
tru_power22
Profile Blog Joined March 2010
Canada385 Posts
July 05 2010 00:01 GMT
#23
Natural should be on low ground, with destructible rock that allow widening of the choke.
Smoke Errday!
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
July 05 2010 00:51 GMT
#24
Low ground main like medusa? Or double high ground main with high ground natural?

Really general suggestions coming from me, so I'm not really helpful
Hoping for a python.esque map coming out of this Will post more if I can think of any cool ideas.
really?
Crazyeyes
Profile Blog Joined March 2008
Canada1342 Posts
Last Edited: 2010-08-03 08:55:23
August 03 2010 08:55 GMT
#25
On June 22 2010 13:16 prodiG wrote:

EDIT: Seriously guys. Post anything. Keep bumping the thread at least

Erm.
I feel like I'm being annoying or doing something wrong by bumping this thread. Am I the only one who's excited about this? :x
WeeEEeeEEEeeEEEeeeEEee!!
Slakter
Profile Joined January 2010
Sweden1947 Posts
Last Edited: 2010-08-03 09:06:41
August 03 2010 09:05 GMT
#26
Why not make 1 pretty wide ramp but with 2 rocks that make the ramp more narrow so that the attacking player should take the rocks out or walk through a narrow choke, would make it really intresting to meet Terran there.

Edit: It doesnt even need to be a ramp, just a choke. But if it is a ramp it will be even more crucial to destroy them.
Protoss, can't live with em', can't kill em'.
Apollys
Profile Joined July 2010
United States278 Posts
August 03 2010 09:07 GMT
#27
Sweeet this should be awesome. Liquid would be a pretty sick map name, unless someone thinks of a cooler one by the time you're done.
When you're feeling down, I'll be there to feel you up!
BoomStevo
Profile Joined August 2010
United States332 Posts
August 24 2010 22:53 GMT
#28
I don't know if this thread is still happening but I thought it was a good idea, so I'll add my 2 cents and bump.

To answer the poll question about the gold expos: I believe the rock situation really depends on the positioning of the gold expos. If the gold expos are closer to the outer edge of the map, I would be more inclined to make them blocked by rocks. If they are in the center of the map, and harder to claim and defend, then I would lean towards not having any blocking elements. Really, it all depends.

I would also like to find out the size of the map. For a 4 player map with mains, naturals, third expos for each player and gold expos (2?), it feels like the map will be quite large. Especially if we want an open middle area. Though, looking at your previous work, it looks like you do tend to make larger maps than the standard Blizzard ones.

On the subject of the third expo, I prefer one of two: (1) close but blocked by rocks or (2) having wide and/or multiple entrances.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 24 2010 23:09 GMT
#29
I practically created the map the features describe with devotion, I had no idea anyone was bumping this!

Ill give this some more thought tonight I suppose <: D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Antares777
Profile Joined June 2010
United States1971 Posts
August 25 2010 00:46 GMT
#30
I have an idea for a third like that.

You can make it high ground (higher ground than whatever the nat is on) and have a large-ish ramp facing towards the middle of the map, but then have a backdoor entrance going around behind it! DRs would be on each side behind the naturals.
BoomStevo
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-08-25 18:44:51
August 25 2010 18:14 GMT
#31
On August 25 2010 08:09 prodiG wrote:
I practically created the map the features describe with devotion, I had no idea anyone was bumping this!

Ill give this some more thought tonight I suppose <: D


I'm new to the forums and I was just checking out your map thread and saw a link to this. Thought it was a good idea so I wanted to contribute. I may post some of my work up soon.

Edit: Also, I don't see a pony in devotion!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
August 25 2010 20:51 GMT
#32
no backdoor rocks!

also some mineral only expos would be cool, not enough of those in sc2 imo. Maps in BW were good when you had to choose between a hard to hold gas 3rd or a mineral only easy to take third
Writer
Dystisis
Profile Joined May 2010
Norway713 Posts
August 25 2010 21:12 GMT
#33
Some possible suggestions:
No destructible rocks besides for covering the gold minerals.

The four mainbases should be two cliff heights up. Naturals should be one cliffheight up. Middle area should be normal cliff height.

However, in the middle, there should be drawn the outlines of a pony (or horse) in one cliff height up. It shouldn't be too big. And you copy it, it so that there are two symmetrical horses in the middle, rotated so that it fits with map symmetry. It would be cool if there were Xel'Naga tower near their heads.
petelectro
Profile Joined August 2010
Germany69 Posts
August 25 2010 21:34 GMT
#34
We need bridges! Functioning bridges. With water beneath them.

Just chokes and ramps on every single map is pretty boring but I believe there isn't a functioning temple-style bridge in the editor. Just tested the mar sara bridges and they are pretty weird (the diagonal weren't working for me at all).
XenOsky
Profile Blog Joined March 2008
Chile2284 Posts
Last Edited: 2010-08-25 22:01:58
August 25 2010 22:01 GMT
#35
open center like python... mb u can add some highway pats like Longinus to make it more interesting... but please please please DONT PUT WALLS ON THE MAP CENTER : (
im really tired to see big armyes clumping in small chokes @ blizzard maps
StarCraft & Audax Italiano.
TymerA
Profile Joined July 2010
Netherlands759 Posts
August 25 2010 22:05 GMT
#36
so is this idea still up since its a pretty old contest. i got some sketches tho
nice.
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 25 2010 22:43 GMT
#37
Well, a map can't be good if it's made of myriad of suggestions made from 9743618 people. :/
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
BoomStevo
Profile Joined August 2010
United States332 Posts
August 25 2010 22:57 GMT
#38
On August 26 2010 07:43 ProTosS4EveR wrote:
Well, a map can't be good if it's made of myriad of suggestions made from 9743618 people. :/


Sure, if we took every idea, it would probably be a mess. It's up to whoever is making the map to cull them down. Whatever comes of this, I'd like to hear everyone's opinions on what they think makes a good map. I'm hoping to at least get some insight into what features people want to see. We may not even see a map from this, but I think it's a good discussion to have.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 26 2010 06:39 GMT
#39
-4 Players
-Two Gold mineral expansions with normal yield gas, blocked by DR
-Bel'Shir Tileset (my favorite! :D)
-No Islands
-Spawns at 1, 4, 7 and 10 oclock
-Badass teamliquid pony in the middle
-Open Middle area


only features that are for sure at the moment
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
TymerA
Profile Joined July 2010
Netherlands759 Posts
August 26 2010 11:54 GMT
#40
I did this in paint because i fail with the map editor T.T[image loading]
I know its in Char colours but it can be changed to bel´shir and water ofc :D
Map is supposed to be very big because everyone loves Macro games !
just an idea. ^^
nice.
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