As you may already know, Map of the Month #6 (June) will pit against each other the last five month’s winners---The Crucible, Marshlands, Sanctuarium, The Eighteenth and Hysteria---in a super Grand Tournament (details still to come).
But that doesn’t mean there isn't an opportunity for mappers to show their skills! For MotM #6, in addition to the Super Tournament, we also present:
Map of the Month #6 Aesthetics Challenge A great map has balance and looks amazing.
The purpose of this challenge is to submit a map with a solid visual look or theme. In order to take the map layout out of the equation, every submission should be a redress of this ugly duckling of a map:
It is your job to turn this duckling into an amazing-looking man-eating ninja swan.
You also can remake Xel'Naga Cavern's - just make sure it looks totally different when you're done!
What constitutes an amazing looking map? Should there be 10,000 lights? Should you use every doodad in the catalog? Should the map be a beautiful menagerie of critters with some minerals in there somewhere?
No!
An amazing-looking Starcraft 2 melee map should:
Always put the game first. Can you see the important pathways, cliffs and choke points at a glance? If not, players will constantly be spending valuable game time deciphering your map’s layout and they won’t play it next time. That means map death.
Never go overboard--if it takes 1 hour to load your map just to play at 5 fps, welcome back to MAP DEATH.
Finally, a good-looking map has a scheme, or unity or a theme. If your map looks like a pretty, well-crafted pile of misha-mush, well it’ll be forgotten quickly. Lots of simple schemes (like a two-tone scheme, just two dominant colors) or complex themes (The Eighteenth) will stick in the minds of players and the audience. They’ll meet the good looks of your map first, then fall in love with the layout second.
Don’t change the map layout in terms of big terrain changes or adding destructible rocks, etc. It’s ok to change cliff contours to achieve a specific look, or add doodads into the pathable areas, as long as the passageways still function essentially the same.
Do change the cliff types, textures, background, maybe the lighting (this is REALLY HARD to find better settings than the Blizzard pre-sets, be careful). If you have never tried to do this stuff in the editor, now is a perfect chance to learn!
More map resources A bunch of links to helpful mapping threads compiled by Barrin.
Putting out a call to the veterans Here is a chance to help out your fellow veterans and newcomers alike! We invite everyone to collaborate in this thread on the challenge--help each other find resources, techniques, tutorials. Everyone can kick their mapping game up a notch.
iGrok will at some point this month be streaming a live Lighting tutorial, so make sure to tune in for that!
One final point: for the Aesthetics Challenge, the winning map will be chosen entirely by you, loyal, beautiful and handsome TeamLiquid community members! So fire up the editor and start your submission, or keep an eye on this thread and start making a list of your favorites as they roll in.
Please send your final map file to submit.motm@gmail.com by June 24th, 11:59pm EST and also post images of your submission in this thread! This post written by dimfish
Eww, that map looks like something my dog would eat (other than my homework). I'll download this, but I might not have time to actually participate in the challenge.
to be honest, i wish the submission map was actually a pretty decent map to begin with.
I think it'd be more fun to just take a map like Xel'naga Caverns, delete all doodads and change it to solid colors and make people texturize that map. This map, even if it looks amazing seems like it wouldn't be fun at all to play on.
After this wknd maybe I'll mess around with it just for fun, see what I can come up with.
On June 03 2011 06:28 lovablemikey wrote: Anything goes? For example, custom textures?
Sure. This challenge is what you might do for your own map in the usual MotM competition, only this time we equalize everyone to the same map layout.
And if you are a big time party baller, you do custom textures and post a link to show everyone how to do it, because you will still win, of course, but also while educating your fellow mapper. Ball.
On June 03 2011 06:50 dimfish wrote: Sure. This challenge is what you might do for your own map in the usual MotM competition, only this time we equalize everyone to the same map layout.
And if you are a big time party baller, you do custom textures and post a link to show everyone how to do it, because you will still win, of course, but also while educating your fellow mapper. Ball.
One step ahead of you, friend. I am working on custom texture tutorials, but I'm still learning what does what and why. I don't know if I can create a quality tutorial before the deadline is up. Don't hold your breath, but I'll give it a shot.
iGrok will at some point this month be streaming a live Lighting tutorial, so make sure to tune in for that!
...
Hmm. Whenever they're available, if you could post with more details as to when this might happen that would be appreciated!
I am following MotM on twitter, but also a bunch of other SC stuff and I don't log on twitter much lol.
Regarding this, I will need two volunteer maps to edit lighting for. Please send me an overview in PM if you want me to edit your lighting. I will edit the lighting of any map.
June 7th, 3:00p.m. EST (9:00 pm CET), I will be streaming a live, interactive show on how to rig lighting in SC2. I hope you tune in on http://www.justin.tv/tligrok, make sure you're in the chat and have your skype loaded, since I'll be talking and pulling people onto the stream throughout!
oh thats a better idea (: though if i remember right johanaz did really improve on what was. i usually just fix my lighting by switching the tileset lighting so ill be tuning in (:
Yay aesthetics challenge! suggestion/thoughts: I'm not sure how much time i really want to invest making a map that won't be played look good. I think it might be more fun for people to take a good map like Xel'Naga Caverns, which everyone has seen a millions times, and honestly looks boring to me now, and spice it up with new aesthetics.
its soooo easy just switching tilesets to make xel naga or any other blizz map "more interesting" i say the real deal is trying to make dimfishs map look great.
its soooo easy just switching tilesets to make xel naga or any other blizz map "more interesting" i say the real deal is trying to make dimfishs map look great.
This is very true, i forgot that its possible to just switch out tile-sets so easily. I was thinking about what i theme i wanted to try when it popped into my mind that redoing Xel'Naga Caverns would be fun. But the lulz factor like you mentioned would probably have some influence on any voting to be had. In fact I think that was the reason I wanted to do XNC instead, lol. Maybe I spoke to soon.
On June 07 2011 11:49 SmashHammer wrote: Yay aesthetics challenge! suggestion/thoughts: I'm not sure how much time i really want to invest making a map that won't be played look good. I think it might be more fun for people to take a good map like Xel'Naga Caverns, which everyone has seen a millions times, and honestly looks boring to me now, and spice it up with new aesthetics.
Totally agree, map looks boring cause it's overplayed. I'd love to see a more interesting version of it!
On June 07 2011 15:08 iGrok wrote: Hey, since you asked, you and anyone else may do a Xel'Naga Caverns remake instead of dimfish's map!
On June 07 2011 11:49 SmashHammer wrote: Yay aesthetics challenge! suggestion/thoughts: I'm not sure how much time i really want to invest making a map that won't be played look good. I think it might be more fun for people to take a good map like Xel'Naga Caverns, which everyone has seen a millions times, and honestly looks boring to me now, and spice it up with new aesthetics.
Well thanks alot!!
I'll make you responsible for any xnc map voted over an uglymap that's made worse aesthetically. I got my eyes on you mister.
Think for this map I'll just casually do it. I have a new map I want to finish up before hand, but when I can't think of something to do I'll just slowly work on this map to try to make it look nice, although my aesthetics aren't really the best.
A great thanks to iGrok for his awesome lighting tutorial!
He really added that final polish which really managed to make the maps catch the eye of observers while still being playable. I thought my map (the one with the rain, flooded middle and crazy texture mix) looked good before iGrok started on the lighting, but WOW what a difference around 200 extra light-sources made!
I will probably not participate in MotM #6, except for with my map Marshlands, because I will have a lot of other stuff to do and a map which has bad layout and probably won't be played does not really have any appeal for me. My new map is crazy enough when it comes to the texture choice, you will see that when I post the list of used textures in the map post I'm preparing.
I want to see the full map, mega HQ view of the submissions No offense, but I only like the first image, to be frank. I would use temple-ish textures for a diablo-themed map, I think .. there really isnt that much to use. I'm happy to have my opinion change by mind blowing images
On June 14 2011 23:58 Pollyparrot wrote: Let me post mine then. It's the bottom right corner for Xel'Naga Caverns by the way. I made it possible to build in and see through the seaweed.
On June 12 2011 10:26 dimfish wrote: Is anyone working on this and willing to share more teaser shots?
Well, I kinda finished mine a week ago. Just too ashamed to show it lol
Whatever I'll just do it now. My thought process: - Xel'Naga Caverns is pretty bland, dark and depressing -> make it a happier, brighter place. - I suck at aesthetics -> just do something fucked up and hope nobody realizes I suck xD
yesterday i tryed to use the editor for like the first time because my gf got a bad comp only, so playing is not the best fun :D.
Dont go to hard on me, still learning by doing, but its a lot of fun "photoshopping" a map with this great tool. I was thinking of an not so long lasting lava world which will only last for one last battle before it will be eaten from the volcanos and stuff like that ... ^^ Pictures:
I'll pass this month. Working on the finishing touches for my new map, dont have time to compete with the things that are already shown here im not that fast yet
Ragoo, I know you said that you are bad at texturing, but that is so bad at being bad it is good! I'd play on it if it were on SEA! ^.^ Colourful and lovely!
There is a whole lot of detail as you can see as my designed centered more around a campiagn style map simply for the aesthetics, granted melee play was still taken in such as the abilites to wall off at your nat. You will find the theme smooths nicely together and notable areas can be identified such as the primary landing zone as well as the secret landing zones, a research lab, engineering area for running the complex, test areas, and of course the lab.
Prodigy will like that this map contains over 1500 doodads and at least a dozen terrain objects. By all means judges take and post some more screenshots if there's interest.
Currently published as private on NA server but will put public as soon as allowed.
Yeah overviews from LSPrime's and hobbidude's submission would be appreciated, both look pretty sick. PollyParrot's idea is also really cool, but only one screenshot
Guess I'll go with LSPrime then since it's really unique.
Thanks barrin for comments. I personally did feel this map was an aesthetics challenge as from the title over trying to make a map solely useful which was why a single layout was chosen to take it out of the equation to make it fair for everyone. You'll see from the overview that areas are actually sanctioned off very well through the aesthetics. Thr map was made in ultra quality but tested fine in high in-game as those are my personal settings.
Srry if its a bit late, im currently at the hospital 23hr day with a family member.
I can't understand why people vote to hobbidude's Mad Lab
i think there should be no hardness to play the game when we decorate it
On June 28 2011 16:47 ihasaKAROT wrote: If madlab doenst win, I will be very dissapointed in everyone. Im already a little looking at how many ppl seem to blindly go for Prime mappers.
If youve seen Primes other maps, they are way better. Madlabs is about up there with their standards, their own map isnt this time.
More vote for hobbidude, cus its the right thing to do.
Then I still take his decorationmania of your underdecorated version. Its an aestheticchallenge, thats still playable. It is aestheticly alot better, alot. Also its still playable cus the main areas arent that heavily decorated.
What I cant understand I why youve underdid urself on ur map, you can do better.
edit: what happend to the voting there, hobbidude just lost 3 votes...
eh? it's 40-37, when i checked a few mins ago it was 39-35, and before that 37-35 i didn't see any votes disappearing.
i tend to share lsprimes philosophy on decorating maps. the playable areas should always be rather clean and the terrain should be easily readable. in the unplayable areas you can go wild with doodads
hobbidude has obviously a few more details than lsprime, but lsprimes submission looks a little more original imho. it was a though choice for me. and the results say the same.
If you wanna go origional, pick ragoos ... If you however want to have the aesthetically best map - what the challenge is about - pick hobbis. The flow of the map doenst change in either map, theres only a minor difference in fighting space, wich wasnt ever an issue in the first place...
Anyway, on the voting, it was 40 to 39, then after Ive posted on 16:47 it was back to 40 to 35... Seriously, someone look into that or explain what happend there. Polls should work and be fair, 4 votes missing in this close thing can make all the difference.
On June 28 2011 17:20 ihasaKAROT wrote: Then I still take his decorationmania of your underdecorated version. Its an aestheticchallenge, thats still playable. It is aestheticly alot better, alot. Also its still playable cus the main areas arent that heavily decorated.
What I cant understand I why youve underdid urself on ur map, you can do better.
I don't think you can it's aesthetically alot better, that's just your personal opinion and preference.
Imo you can have an amazingly looking map with a clear theme, a very good texture/lighting/water selection and use; and then the amount of doodads you use simply depends on what you are trying to achieve and if it fits the theme.
The theme of Mad Lab naturally requires a shit ton of doodads but Catacombs might require you to use very few doodads (sorry I only played Diablo 1 when I was a teenager I'm not sure).
There are many maps I think are aesthetically amazing but don't have extremely many doodads. The doodads they have totally fit and are characteristic tho. Some quick examples: Snowdrift, God's Garden, iCCup Braxis Orbital, iCCup Europa, iCCup Princess Fortress II or iCCup Travin (sorry it's easier to find quick examples of iCCup maps than anything else ).
So yeah that's just my personal opinion but I think judging from the screenshots LSPrime did an excellent job and deserves the win cause afaik he achieved what he wanted aesthetically.
edit: Anyway you shouldn't pick either one of them cause they are too dark and we already have lots of dark and depressing maps. Bring back brightness and/or color in maps
Ragoo, I don't think the brighter maps are as popular because the strain on the eyes that occurs when looking at the screen is increased when the screen is brighter... Not sure, I recall hearing about snow maps being banned in brood war for this reason.
You seems so upset KAROT.. But I dont quite understand you, had this challenge been about using the highest amount of doodads possible I would have partisipated myself and plastered the map with everything I could throw at it.
I for one think that the biggest challenge when designed the visuals of a map is originality. I always want my maps to be unique but with a limited amount of doodads and textures I find it challenging to not only make it unique but actually visualize the theme that I want it to be. LS definetly have the most original map here and overall I think I would find catacombs more pleasing to play on due to the cleaner look and less overkill on visuals.
Madlab is an excellent map with stunning visuals but originality and the fact that I would rather play on Catacombs made me put my vote there.
Its never about what u want to play on, its about how stunning can you make this map look. What Im upset about is only how little critique LS seems to be able to take, but if its like that, its like that and thats fine.
On June 28 2011 20:37 ihasaKAROT wrote: Its never about what u want to play on, its about how stunning can you make this map look. What Im upset about is only how little critique LS seems to be able to take, but if its like that, its like that and thats fine.
Takes alot more to make me upset dont worry
Actually I think you missunderstood the challenge. It was never really defined what was required to win the contest and certaintly it was never mentioned that it would have to be a visual overkill. A few quotes from the OP:
The purpose of this challenge is to submit a map with a solid visual look or theme.
Never go overboard--if it takes 1 hour to load your map just to play at 5 fps, welcome back to MAP DEATH.
As it was never very specific what would make winning map it was up to the mappers and voters to decide what they perceive as an aestheticly beautifull map. That is why I really dont like your reaction to it. You seem to have decided for yourself that Madlab's strong visuals is clearly what the contest was about and everyone who disagree is just stupid sucking up to Koreans or whatever, so I say calm down and let people decide how they think a beautifull map should be designed.
Im not saying any of that. What Im trying to point is that for LS , this map is not up to his normal standards. And yes people do follow the Primers blindly, thats not an opinion, thats a fact.
honestly, i don't see why you need to be so hostile towards LS. regardless of his fame and success, can't you be happy for him and accept him as one of us? it's not like hobbidudes submission was the greatest thing ever either. they were both very equally good submissions.
"a solid visual theme" from my understanding means that it should be both beautiful and practical. this is just such a silly discussion. also, i don't think LS was manipulating the votes in any way either
Im not hostile, im saying he can do better in my opinion...
If Jonathaz or prodiG suddenly starts making maps that look more like I made em, I'd say the same. If anything Im saying their maps are usually pretty damn good.
He he Karot, thanks for mentioning me in the same sentence as ProdiG .
Now about the tournament, I love how MrBitter and Chill talked about Sanctuarium. "It´s friggin´ huge... -ít´s soo big... then as the game went on, they realized it´s NOT huge, it´s medium sized and pretty damn awesome.
(Sanctuarium is 136x136 which is like Lost Temple. It´s smaller than Metalopolis and Shakuras)
I voted for LS map over Mad Lab for a few reasons (the other three aren't on the same level, sorry guys~) The first is gameplay. LS's map has very coherent texturing that enhances gameplay rather than tries to take away from it. By creating a unique environment and using otherwise void space to make them map feel run-down, he's done a great job of using aesthetics to give the map a unique presence.
Mad Lab does this as well, but differently. Overwhelming colors and detail can create an effect of diminishing returns to the point where the map feels cluttered because there's simply so much visual information. It aso has a few strictly SC2 related problems: the glass on the ground doesn't work super well in areas where gameplay occurs. Creep doesn't show and it skews general perception of space. Having experimented with this myself, I can say gthat the way those particular elements - although rarely used by the community - were not used tastefully. Overall, Mad Lab has a lot of really cool detail and a lot of work went into it. But sometimes too much of a good thing is a bad thing
For the record, no votes were "lost" in the polls. If you believe they were, ask R1CH. It is impossible for me or anyone else (other than R1CH) to remove votes from the poll.
Mad Lab has amazing detail, but in my opinion Catacombs would be better to play on, and as Archvil3 pointed out, that was part of the challenge.
ihasaKAROT, I don't know why you're making a huge deal out of this, but please stop.
On June 28 2011 20:12 Holiver wrote: Ragoo, I don't think the brighter maps are as popular because the strain on the eyes that occurs when looking at the screen is increased when the screen is brighter... Not sure, I recall hearing about snow maps being banned in brood war for this reason.
I like dark maps, but I love Diablo! So... :D
Okay I understand that you can't have snowmaps at full daylight cause that's too bright. But at least change light so it's not night/no sunlight
Thanks ihasaKAROT i appreciate your determination. I now know who i would choose if there is a partnered motm challenge (there's an idea igrok).
It would be great to get an overview of catacombs to see if he continues with the detail.
But i think the main issue is people having different understandings of the guidelines and goal of the challenge. Personally i would have thought detail would have been most important. That was why the specific layout was chosen in order to take away any influences away from maps that looks better to play because it functioned better in actually gameplay. As many have said the layout (srry dimfish) is rather horrible to actually play on - so no matter how well you dress it up its not gonna play well. The only other thing i could think of that would make people wanna play then would be a great visuals.
Regardless, would you be kinda enough igrok to let us know when the voting closes as well as when we can release the maps to the public- i've already had a number of requests and would love to try the others out as well.
On June 29 2011 04:39 Ragoo wrote: Okay I understand that you can't have snowmaps at full daylight cause that's too bright. But at least change light so it's not night/no sunlight
Yeah I've tried that with my snow map Cold Snap. Doesn't turn out too bad in-game.
On June 29 2011 07:50 FlopTurnReaver wrote: Dunno if you've already did it but before publishing it you should definitly fix the issues like lack of certain upgrades.
FYI This is caused by adding both the Liberty (story) and liberty(campaign) dependencies. If you add only (story) you'll get the majority of the upgrades back (check to see if creep tumors can burrow or not... that's happened to me more than enough times 8)
(I might be mixing up the names of the dependencies but they're blatantly obvious when you look at them)