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Map of the Month #8 - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 9 10 11 Next All
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2011-08-05 21:40:23
August 05 2011 14:48 GMT
#61
Skov
by Ferisii
[image loading]
Description: Skov is a 4 player map with various distances to the enemy place depending where each player spawn.

Map thread
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Fearlezz
Profile Joined April 2010
Croatia176 Posts
Last Edited: 2011-08-05 15:41:59
August 05 2011 15:37 GMT
#62
On August 05 2011 23:48 Ferisii wrote:
Skov
by Ferisii
[image loading]
Description: Skov is a 4 player map with various distances to the enemy place depending where each player spawn. Map thread will come up at some point during this day.

Wow, Scrapstation with 2 bases added next to gold. Interesting twist. Just not sure about PvP here with such a wide choke in main and no ramp.
wrl
Profile Joined April 2011
United States209 Posts
August 05 2011 16:11 GMT
#63
On August 06 2011 00:37 Fearlezz wrote:
Show nested quote +
On August 05 2011 23:48 Ferisii wrote:
Skov
by Ferisii
[image loading]
Description: Skov is a 4 player map with various distances to the enemy place depending where each player spawn. Map thread will come up at some point during this day.

Wow, Scrapstation with 2 bases added next to gold. Interesting twist. Just not sure about PvP here with such a wide choke in main and no ramp.


Um. Its a 4 player map with no rocks, no island, no gold, a closer natural...

With the exception of the lack of a high ground in the main/nat I'd say its a fairly solid layout.
It's funny; I dream a lot, but I'm not a very good sleeper.
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 05 2011 16:27 GMT
#64
On August 06 2011 01:11 wrl wrote:Um. Its a 4 player map with no rocks, no island, no gold, a closer natural...

With the exception of the lack of a high ground in the main/nat I'd say its a fairly solid layout.

If you squint just right, it looks like 2 scrap stations reflected over each other, only with a blue instead of a gold.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-08-05 21:40:47
August 05 2011 16:54 GMT
#65
LoS_Artemis
by Icetoad

[image loading]

LoS_Artemis is a 4 player map. The theme of this map is a Greek style and was inspired by my visit of this country. It was an easy and third, but the third is placed where it can be siege. The map contains 2 xel'naga tower and has in total 18 base.
Players: 4
Expansions: 118
Playable Map size: 148x148
Watch Towers: 2
Texture: 3 texture of Tarsonis : Tarsonis Cracks, Tarsonis Dirt, Tarsonis Grass
2 texture of Aiur: Aiur Small Bricks, Aiur Large Bricks and Aiur man-made cliff
Other textures: Haven Grass Rokcy, Meinhoff Sand Dunes, Valhalla Rock and Valhalla natural cliff.

LoS Fighting

Map Thread

submitted for Icetoad!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
fenX
Profile Joined February 2011
France127 Posts
August 05 2011 17:02 GMT
#66
Stella
by Fen

[image loading]

Map topic : http://www.teamliquid.net/forum/viewmessage.php?topic_id=247631
Description : big 1v1 map with lots of bases, allowing different expansion patterns depending on the matchup and your style of play.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 05 2011 17:55 GMT
#67
Many many 2p-spawn maps. A welcomed sight
starleague forever
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 05 2011 18:26 GMT
#68
City of the Damned
by iGrok

[image loading]

Close spawns are disabled, so its effectively a 1v1 3p map. And the ring of buildings surrounding the map marks the no-fly-zone boundary.

Each base consists of a large main, a backdoor natural, and a semi-open third. The third also has a "side-door", a passage blocked by destructible rocks that is LOS blocked from the third. The cliffs in front of each third are droppable, but the middle watchtowers are not. Each main base also has a defensive highground position overlooking the center area - this is also a good place to stage a drop from, as your beachhead will have highground advantage.

There are 5 flaming towers obstructing the middle, as well as a center flame that is unpathable.

Rush distance averages 138.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Cipover
Profile Joined August 2010
Sweden36 Posts
August 05 2011 19:16 GMT
#69
Prospectors
By Cipover

[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 05 2011 19:27 GMT
#70
On August 06 2011 03:26 iGrok wrote:
City of the Damned
by iGrok

&#91;image loading&#93;

Close spawns are disabled, so its effectively a 1v1 3p map. And the ring of buildings surrounding the map marks the no-fly-zone boundary.

Each base consists of a large main, a backdoor natural, and a semi-open third. The third also has a "side-door", a passage blocked by destructible rocks that is LOS blocked from the third. The cliffs in front of each third are droppable, but the middle watchtowers are not. Each main base also has a defensive highground position overlooking the center area - this is also a good place to stage a drop from, as your beachhead will have highground advantage.

There are 5 flaming towers obstructing the middle, as well as a center flame that is unpathable.

Rush distance averages 138.

*Clap Clap*
*Applause*
*Standing Ovation*
This map has excellent design and lighting.
ModeratorI am still alive, somehow
TL+ Member
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 05 2011 19:28 GMT
#71
TPW Dylarian Shipyards (by dezi)
[image loading]
Map Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=251695

Description
Dylarian Shipyard is my first finished map since One Must Fall (beside small changes this map was nearly done during february). It's my first attempt on the Castanaar tileset and i don't think i'll ever do one again (such a big time sink with pencil size 0.5 ...). The map offers a good amount of expansions and flanking possibilities but yet again no XWTs for lazy players.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
SmashHammer
Profile Joined January 2011
United States148 Posts
August 05 2011 20:49 GMT
#72
LoS Resolution
by SmashHammer

[image loading]

Description:
A medium sized map with average rush distances. It doesn't dissuade early pressure or timing attacks while still allows longer macro games with the plethora of expansions.

Map Thread (coming soon)
TPW Mapping - theplanetaryworkshop.com
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 05 2011 22:04 GMT
#73
Mmm, Resolution is a nice map. I love the path you take.
Samro225am
Profile Joined August 2010
Germany982 Posts
August 05 2011 22:05 GMT
#74
TWP Cascade SE

by Samro

[image loading]

Small map with various expansion patterns and paths.

142x116
12 bases
2 XWT
two valid directions to expand
multiple paths
different map splits depending on expansion patterns and positiong
n2n rush distance 131.1AU

The map offers several options of possible expansions on cascading cliff levels. The circular positioned bases connected with multiple paths surround a central area watched by two XWT situated on small fortifications.

Mapthread TPW Cascade SE
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-05 22:17:15
August 05 2011 22:15 GMT
#75
Wow, I thought maybe through some luck/bribery I had some chance at the final 5 but now as I'm watching the latest maps roll in I don't think I have a chance at top 10.

Especially the TPW and LOS maps. Just wow.
AaronJ
Profile Joined January 2011
United States90 Posts
Last Edited: 2011-08-05 22:23:06
August 05 2011 22:22 GMT
#76
The Pits of Char
+ Show Spoiler +

[image loading]

[image loading]


The texturing isn't best but I can only use low for everything so the image doesn't do the texturing on the map justice.

The map is centered around the middle which is has a xel naga watch tower that covers the main attack path and protects the gold base very well. The middle is also very wide open making surrounds easier on an army sitting in the middle. There are also other attack routes that can be used for counter attacks. The expansion layout gives you the choice to expand clockwise or counter-clockwise both being viable.

Map thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=244573
Violence is never an option, unless he started it.
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 05 2011 22:36 GMT
#77
Wow! There's a lot of submissions this month. It'll be tough as a judge.

Keep them coming, there's still 8 hours left until the submission time closes.
https://liquipedia.net/starcraft2/Monitor
sCnDiamond
Profile Joined January 2011
Germany340 Posts
August 06 2011 00:03 GMT
#78
so far i'm counting 30 submissions, might be even tougher than last month to judge which deserve a top5 spot.
formerly spinnaker.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 06 2011 00:35 GMT
#79
The number of great maps here is why I'm scared to submit something.
Maybe next month ^^
ModeratorI am still alive, somehow
TL+ Member
wrl
Profile Joined April 2011
United States209 Posts
August 06 2011 00:46 GMT
#80
Some good stuff. I see the angular aesthetic that won MotM7 made it to more than one new map (not a bad thing!).

It is an interesting phenomenon to observe how the style of map making evolves over time.
It's funny; I dream a lot, but I'm not a very good sleeper.
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