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Active: 1217 users

Map of the Month #8 - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 9 10 11 Next All
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
August 02 2011 16:41 GMT
#21
Agreed, judging allways takes longer anyway..
KCCO!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 02 2011 17:01 GMT
#22
If you won't be ready this month just submit your map next month? Don't get this submission time issue.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-08-03 08:56:30
August 02 2011 17:17 GMT
#23
Crash Landing by EffectS

[image loading]

Medium sized 4-player map designed for interesting 1v1's!
map thread (outdated)

*updated main-size
TEEHEE
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 02 2011 18:18 GMT
#24
On August 02 2011 23:59 IronManSC wrote:
Show nested quote +
On August 02 2011 23:40 prodiG wrote:
Jungle-y maps overrunning MotM again :D


Scars of Aiur isn't a jungle map : /

Green + some dirt color being the dominant coor in the aesthetics = jungle~ (close enough)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
August 02 2011 18:19 GMT
#25
On August 03 2011 02:01 dezi wrote:
If you won't be ready this month just submit your map next month? Don't get this submission time issue.


But then ill miss a month cant happen
KCCO!
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 02 2011 18:21 GMT
#26
On August 03 2011 03:18 prodiG wrote:
Show nested quote +
On August 02 2011 23:59 IronManSC wrote:
On August 02 2011 23:40 prodiG wrote:
Jungle-y maps overrunning MotM again :D


Scars of Aiur isn't a jungle map : /

Green + some dirt color being the dominant coor in the aesthetics = jungle~ (close enough)


+ Trees. I don't mind jungle maps, but I guess it does get a bit annoying.
https://liquipedia.net/starcraft2/Monitor
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 02 2011 18:35 GMT
#27
On August 03 2011 00:44 TehTemplar wrote:
Show nested quote +
On August 02 2011 23:40 prodiG wrote:
Jungle-y maps overrunning MotM again :D

I don't make jungle maps :D
I suggest that the deadline be extended a few days on future MotMs to allow busy people (like me) to be more able to submit their maps.

The judges are busy people too, you know... judging takes *a lot* of time and there wasn't much wiggle room when I was a judge o.o
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 02 2011 18:38 GMT
#28
On August 03 2011 03:35 prodiG wrote:
Show nested quote +
On August 03 2011 00:44 TehTemplar wrote:
On August 02 2011 23:40 prodiG wrote:
Jungle-y maps overrunning MotM again :D

I don't make jungle maps :D
I suggest that the deadline be extended a few days on future MotMs to allow busy people (like me) to be more able to submit their maps.

The judges are busy people too, you know... judging takes *a lot* of time and there wasn't much wiggle room when I was a judge o.o

Pretty much this. The reason we ran over so many times was that we weren't finished judging, even when we left ourselves several days. You guys know when submissions start each month, you should ideally have it done by then and spend the next few days checking for any minor details.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 02 2011 18:40 GMT
#29
Man I have a gut feeling scars of aiur will fall short cuz of lighting >.<
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WedgeYBiggs
Profile Joined May 2011
Spain11 Posts
Last Edited: 2011-08-03 12:35:10
August 02 2011 18:58 GMT
#30
Lucentum by WedgeYBiggs (My battle.net acc is "QuePumQuePam")

[image loading]

+ Show Spoiler +
[image loading]


Medium size map. 4 different spawns. Easy to take natural but maybe hard to defend the third and forth. 3rd base has no chokes and is quite spread. There are destructible rocks to slow down enemy incomes. There are 4 Xel'Naga towers in the middle of the map. They dont have vision of the 3rd expansions. I wanted to make a similar map to GSL Crevasse with a different tileset and personal changes.

Lucentum is the roman word for "city of lights". And a map full of little lights is what i've tried to do

sorry for my bad english :D. I hope you understand everything.

Post map link : http://www.teamliquid.net/forum/viewmessage.php?topic_id=250865
LawrenceVern
Profile Joined January 2011
Canada37 Posts
Last Edited: 2011-08-03 02:09:51
August 02 2011 19:05 GMT
#31
Platform EX-I-14 by WCILawrenceV
[image loading]
4 spawn 1v1 map, macro oriented with 3 relatively easy to hold expansions and a gold 4th available for those willing to risk it. Lots of attack paths make for exciting flanking and counter-attacking opportunities. Made with Castanar Installation Texture set.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250371
Coolstratguy
Profile Joined August 2011
1 Post
Last Edited: 2011-08-02 21:25:13
August 02 2011 20:55 GMT
#32
Fallen's Caves by Coolstratguy

[image loading]
[image loading]

Currently unable to get a better quality screenshot due to old computer.

My first attempt at map making and at MotM, small 2 spawn 1v1 map with easy to defend expansions and hard to take and defend golds.

No map thread as new forum members cannot create one in 3 days.
-Anomaly-
Profile Joined July 2011
Sweden11 Posts
August 02 2011 21:23 GMT
#33
Moon of Ulnar
by Anomaly

[image loading]

This is a 128x160, 2 spawn map.
There are 4 expansions. Your natural is kind of easy to defend while the others require you to gain more map control to secure.
There are no Xel'Naga towers on this map... as I couldn't find a good spot for them without them revealing to much or being to easily defended.

This is the first map I publish and also my first post on TL. I hope my map will bring atleast one good game and I wish a good luck and keep on editing to all other map makers out there

P.S I will try to make a TL map thread on this map some day
Doz
Profile Joined July 2010
United States145 Posts
August 02 2011 21:36 GMT
#34
Encryption by Doz

[image loading]

http://www.teamliquid.net/forum/viewmessage.php?topic_id=248580

A few minor changes coming later tonight at which point I'll send the map file, so this pic won't be quite 100% accurate, but very close. Removing the terrain "posts" in the middle, and moving a few LOS blockers to more functional areas.
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
Last Edited: 2011-08-02 21:41:10
August 02 2011 21:40 GMT
#35
Lacentum is just gorgeous.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
xyro
Profile Joined December 2010
Germany9 Posts
Last Edited: 2011-08-08 21:46:52
August 03 2011 01:58 GMT
#36
Char Oasis
by Xyro

[image loading]

Mapanalyzer:

+ Show Spoiler +
[image loading]


Numbers:
2 spawn-positions at 5 and 11 o'clock
10 bases
8 bases each with 8 blue patches
additional 2 bases each with 6 gold patches
each base has 2 normal gases

Natural way to expand:
Easy to take Natural blockable with 1 building between ramp and Hatch/CC/Nexus.
Third is quite hard to take, since it has a backdoor and it is easy to cut in between natural and third.
4th can be taken easily either at gold, behind the natural third or at the semiisland next to the main, depending on you/your opponents mapcontrol.

Tactical Geography:
Unbuildable cliff in front of the natural, but units can be dropped on top of it.
Lot of space behind the main makes it easy to poke in with banshees/mutas, but a long distance to the natural without free space makes it hard to bounce between natural and main.
Open areas between the Natural and the ramp to 3rd, in front of the gold, between XWT and semiisland, between gold and 4th/5th-highground

Ingame Vision:
Xel'Naga-WT splitt the map in halfs and can be very essential to hold the gold-/semiisland-expansions (sight is almost the same as the gras ground)
Smoke-curtains in the main will enable a reaper to safely jump up with just enough space for 2 pylons/depots.

No Abuse:
The 4th next to the third can easily be attacked from the high-ground, however it will be hard to defend a counter-attack, since the army is out of position to defend.
Siegetanks wont be in range to shoot accross the middle neither to shoot at the semiislands if placed on the highground of the other expansion neither to shoot at the natural if placed on the edge of the third (2 mineral patches will be in range).
Building blockers next to the gas of the expansion will forgo a very easy bunkerrush.

Envirement:
Some brave terran scientists have secured a dangerous zerg-egg at the eastern XWT and their camp is unpathable (they still can be shot ;-)
The dark red light emphasizes the vulcanic atmosphere.


So far only published on EU.

Since it is about the map and not about anything else, i hope you dont mind my bad english.

No thread about the map yet.


FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 03 2011 02:08 GMT
#37
On August 03 2011 04:05 LawrenceVern wrote:
Platform EX-I-14 by WCILawrenceV
[image loading]
4 spawn 1v1 map, macro oriented with 3 relatively easy to hold expansions and a gold 4th available for those willing to risk it. Lots of attack paths make for exciting flanking and counter-attacking opportunities. Made with Castanar Installation Texture set.

Edit in the link to your mapthread please.


On August 03 2011 00:44 TehTemplar wrote:
Show nested quote +
On August 02 2011 23:40 prodiG wrote:
Jungle-y maps overrunning MotM again :D

I don't make jungle maps :D
I suggest that the deadline be extended a few days on future MotMs to allow busy people (like me) to be more able to submit their maps.

OR next time you just start working on your map a couple days earlier and you won't have a problem
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 03 2011 03:50 GMT
#38
MotM does happen at the same time each month so there's not much excuse for not being ready.
...though I do sometimes wish they'd announce it earlier. But then again I'd probably only rush my maps even more. Dx

Also, my map's not meant to be anything like a jungle, even if its main tileset says jungle >.>
EffectS
Profile Joined May 2010
Belgium795 Posts
August 03 2011 08:57 GMT
#39
I updated my overview image to match the new version I send via mail. Please update the frontpage submission image aswell! Thank you.
TEEHEE
AmericanUmlaut
Profile Blog Joined November 2010
Germany2581 Posts
August 03 2011 09:50 GMT
#40
You guys should really mark your starting locations. I initially read Castaway's spawn positions as the two desert islands in the middle and thought it was the stupidest map I'd ever seen . And on Lucentum it's not clear whether the mains are very small with a large natural, or if the small islands are backdoor expansions.

Other than that, great work guys! I love seeing what everyone comes up with for the MotM. Absolutely have to find some people to try these out with.
The frumious Bandersnatch
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