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[P] monitor's Map Thread - Page 2

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2409 Posts
August 10 2011 20:41 GMT
#21
Updated OP with:

(2) Mango [non-competition]
(2) Legend [map concept]
(4) Corruption [competition]

Let me know what you think of them, particularly Legend.
https://liquipedia.net/starcraft2/Monitor
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 10 2011 21:27 GMT
#22
You're working outside of your map proportions :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-10 22:00:10
August 10 2011 21:56 GMT
#23
I like Legend. I think it's a cool concept and reminds me of Brood War maps (can't put my finger on why).

Off-topic:

I'm a little curious, what separates competition maps from non competition maps? Are competition maps intended for competitive, submitted to map making competitions, currently played in competitions or something else?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 10 2011 22:30 GMT
#24
Non-competition often lack in terms of layout (expo) or paths which lead to a dull gameplay or they are experimental maps (style/layout/...).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2011-08-10 22:44:28
August 10 2011 22:41 GMT
#25
I think this would be cool for Legend. Put the gold on the low ground closer to your main so if you want to be more aggressive you could take that but it would also open you up a lot more. Make the higher ground where the gold is smaller...not sure if you'd want to add anything up on it though?

Also, if you keep it your way make sure you can't get vision into the main from sitting up on that gold high ground.

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 10 2011 23:03 GMT
#26
You're working outside of your map proportions


Heh... I'm actually working on that thread now, going to rewrite some stuff.

I like Legend. I think it's a cool concept and reminds me of Brood War maps (can't put my finger on why).

Off-topic:

I'm a little curious, what separates competition maps from non competition maps? Are competition maps intended for competitive, submitted to map making competitions, currently played in competitions or something else?


Thanks! Non-competition maps are maps that aren't good enough to be played in competitive games- the competition maps are either currently being used, or are intended to be used.

Non-competition often lack in terms of layout (expo) or paths which lead to a dull gameplay or they are experimental maps (style/layout/...).


Yeah, but they are really good for learning and trying out ideas.

On August 11 2011 07:41 SidianTheBard wrote:
I think this would be cool for Legend. Put the gold on the low ground closer to your main so if you want to be more aggressive you could take that but it would also open you up a lot more. Make the higher ground where the gold is smaller...not sure if you'd want to add anything up on it though?

Also, if you keep it your way make sure you can't get vision into the main from sitting up on that gold high ground.

[image loading]


That would be cool... my reason I don't want it against the main is because it wouldn't be used as a 5th base leading off of the 4th in the corner. I will move the gold closer to the main so you can take it as an aggressive base, but it can't be quite that close.
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 22 2012 03:38 GMT
#27
Sheeessshh, the OP needed an update. Check out some of my new stuff. And by the way, I'm doing an aesthetic overhaul of Equinox- soon to come!
https://liquipedia.net/starcraft2/Monitor
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 22 2012 03:48 GMT
#28
Woah, cool thread.
Oh and, uh, Legend. How prophetic. :p
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 05 2012 18:21 GMT
#29
OP Updated with a new work in progress:

(4) - Greenery [placeholder name]
[image loading]
https://liquipedia.net/starcraft2/Monitor
Aunvilgod
Profile Joined December 2011
2653 Posts
May 05 2012 18:44 GMT
#30
On May 06 2012 03:21 monitor wrote:
OP Updated with a new work in progress:

(4) - Greenery [placeholder name]
+ Show Spoiler +
[image loading]


Don´t you think this would lead to too many turtle-games? If for example terrans have a few tanks and marines on that highground there is pretty much nothing your opponent can do to do damage. What would you think about making the center a highground to make the defenders advantage smaller?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 05 2012 19:15 GMT
#31
On May 06 2012 03:44 Aunvilgod wrote:
Show nested quote +
On May 06 2012 03:21 monitor wrote:
OP Updated with a new work in progress:

(4) - Greenery [placeholder name]
+ Show Spoiler +
[image loading]


Don´t you think this would lead to too many turtle-games? If for example terrans have a few tanks and marines on that highground there is pretty much nothing your opponent can do to do damage. What would you think about making the center a highground to make the defenders advantage smaller?


Possibly. I played some test games and they wen't alright, but the cliff above the nat was really annoying and the third is pretty turtley. Right now I'm just going to keep testing and refine it. I'm not happy with the gameplay as it is.
https://liquipedia.net/starcraft2/Monitor
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