Map of the Month #8 - Page 2
Forum Index > SC2 Maps & Custom Games |
ihasaKAROT
Netherlands4730 Posts
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dezi
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Germany1536 Posts
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EffectS
Belgium795 Posts
![]() Medium sized 4-player map designed for interesting 1v1's! map thread (outdated) *updated main-size | ||
prodiG
Canada2016 Posts
Green + some dirt color being the dominant coor in the aesthetics = jungle~ (close enough) | ||
ihasaKAROT
Netherlands4730 Posts
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 ![]() | ||
monitor
United States2403 Posts
On August 03 2011 03:18 prodiG wrote: 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. | ||
prodiG
Canada2016 Posts
On August 03 2011 00:44 TehTemplar wrote: 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 | ||
iGrok
United States5142 Posts
On August 03 2011 03:35 prodiG wrote: 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. | ||
IronManSC
United States2119 Posts
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WedgeYBiggs
Spain11 Posts
![]() + Show Spoiler + ![]() 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
Canada37 Posts
![]() 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
1 Post
![]() ![]() 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-
Sweden11 Posts
by Anomaly ![]() 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
United States145 Posts
![]() 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. | ||
Dexington
Canada7276 Posts
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xyro
Germany9 Posts
by Xyro ![]() Mapanalyzer: + Show Spoiler + 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
Switzerland1980 Posts
On August 03 2011 04:05 LawrenceVern wrote: Platform EX-I-14 by WCILawrenceV ![]() 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: 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 ![]() | ||
LunaSaint
United Kingdom620 Posts
...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
Belgium795 Posts
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AmericanUmlaut
Germany2573 Posts
![]() 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. | ||
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