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The Mapping Challenge - Page 2

Forum Index > SC2 Maps & Custom Games
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Soluhwin
Profile Joined October 2010
United States1287 Posts
August 13 2011 19:45 GMT
#21
Ideas:

Reverse destructible rock, or collapsing bridge. Something that allows one to close routes rather than open them. Either set to a timer or destroy-able with units.

Teleporters! I remember a map that had multiple layers and did this using some similar triggers.

Though, these two are rather gimmicky and an entire competition with all having maps with teleporters would make teleporters dull after a while.
I put the sexy in dyslexia.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 13 2011 20:22 GMT
#22
On August 14 2011 04:31 FlopTurnReaver wrote:
Sounds like a DO style map challenge.

I'm thinking a cross between DO and Scrap
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 13 2011 20:26 GMT
#23
On August 14 2011 04:45 Soluhwin wrote:
Ideas:

Reverse destructible rock, or collapsing bridge. Something that allows one to close routes rather than open them. Either set to a timer or destroy-able with units.

Teleporters! I remember a map that had multiple layers and did this using some similar triggers.

Though, these two are rather gimmicky and an entire competition with all having maps with teleporters would make teleporters dull after a while.


Wouldn't this be a modding challenge instead of a map making challenge?
Samro225am
Profile Joined August 2010
Germany982 Posts
August 13 2011 21:15 GMT
#24
modifying specific maps is also nice, but such a challenge should be more specific, e.g. what aspects are ok, what is the map's unchangeable feature, etc.

i am not sure if one could get destructable bridges working without loosing the melee-tag and i would prefer to find a solution within map design and less through modding, but such stuff could ne an interesting direction. since most of us do more melee maps than mods I guess we have to focus on "easier" tasks.

keep the ideas coming!
Phried
Profile Joined June 2011
Canada147 Posts
August 13 2011 21:47 GMT
#25
Mains on lowest ground only.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 13 2011 22:13 GMT
#26
On August 14 2011 06:47 Phried wrote:
Mains on lowest ground only.

Doing this in conjunction with a few of my ideas:
-Mass LOS blockers
-Rocks
-Every base has backdoors except the main.
Moderatorshe/her
TL+ Member
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-13 22:26:04
August 13 2011 22:25 GMT
#27
On August 14 2011 07:13 TehTemplar wrote:
Show nested quote +
On August 14 2011 06:47 Phried wrote:
Mains on lowest ground only.

Doing this in conjunction with a few of my ideas:
-Mass LOS blockers
-Rocks
-Every base has backdoors except the main.


Ooooo, that gives me an idea.

A completely flat, continuous, one level map. You are not allowed to use terrain features other than to create the initial playable area. You must use doodads/DR only to create a layout.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-08-14 01:15:45
August 14 2011 01:15 GMT
#28
On August 14 2011 07:25 Phried wrote:
Show nested quote +
On August 14 2011 07:13 TehTemplar wrote:
On August 14 2011 06:47 Phried wrote:
Mains on lowest ground only.

Doing this in conjunction with a few of my ideas:
-Mass LOS blockers
-Rocks
-Every base has backdoors except the main.


Ooooo, that gives me an idea.

A completely flat, continuous, one level map. You are not allowed to use terrain features other than to create the initial playable area. You must use doodads/DR only to create a layout.

That's too hard D:
I managed to make a map with like 6 destructible rocks and a LOT of LOS blockers (but only nats and thirds and golds have a backdoor D: ). I will post a map thread tomorrow, maybe tonight!
Edit: Mains on low ground was EZ. I just made a map, then switched the main and nat xD
Moderatorshe/her
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 14 2011 04:50 GMT
#29
On August 14 2011 10:15 TehTemplar wrote:
Mains on low ground was EZ. I just made a map, then switched the main and nat xD

I can take it one further. Keep the positioning of the nat and the main normal, but still have the main on low ground.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Icetoad
Profile Joined May 2010
Canada262 Posts
August 14 2011 05:01 GMT
#30
Make a standard map, but without cliff, so using only the height tool and pathing blocker for painting no ground.
Map Maker of Nimbus
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-08-14 05:17:10
August 14 2011 05:04 GMT
#31
Challenge: Make a 7 player rotational symetri map!



On August 14 2011 06:47 Phried wrote:
Mains on lowest ground only.


My next MOTM submission will feature mains on low gruond! The main/nat is set up in a way that I have not seen before so I look forward to the reactions once I am done with the map.
Let thy speech be better than silence, or be silent.
zasta
Profile Joined April 2011
United Kingdom99 Posts
August 14 2011 08:36 GMT
#32
A balanced map with only one of the (x) spawn positions in the Centre. I'm imagining in my head and I don't actually know if it's possible but I think there are people with more imagination than me here.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-08-14 09:33:13
August 14 2011 09:29 GMT
#33
some ideas are quite similar to ideas proclaimed before, e.g. one cliff level / no cliff / only doodads to define playable area, etc.

I edited the second post with all ideas. there are some good ones i think, but a few might need a bit better definitions.

On August 14 2011 17:36 zasta wrote:
A balanced map with only one of the (x) spawn positions in the Centre. I'm imagining in my head and I don't actually know if it's possible but I think there are people with more imagination than me here.


please elaborate on this idea.
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 14 2011 11:29 GMT
#34
Well I personally don't think I'm fit to judge anyone's map but I was already about to suggest this to iGrok for MotM restriction:

Last time we had a restriction in MotM it was 3 spawn maps, which imo was great cause at the time no one really made them but there were quite a lot of unexplored layouts, so we saw a lot of interesting resulsts.

Afaik there are not that many possibilities for making a rotational/mirrored map, there's only 2 spawn, 3 spawn rotational, 4 spawn rotational and 4 spawn mirrored (and shifted symmetry which I don't really understand).
But there is one more possibility that is yet very unexplored: 4-2 maps (Superouman's name for it) or double cross/double 2player maps (suggestions for future naming from me^^).

This means maps with 4 spawns, but only cross spawns are mirrored and playable. Examples for this are Starparty V + Show Spoiler +
[image loading]
or this (apparently abandoned) map idea by lefix + Show Spoiler +
[image loading]


So yeah, I challenge everybody to make more maps like this cause I think there is sooo many possibilities and having two 1v1 maps in one map is just cool :D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-08-14 13:05:02
August 14 2011 11:40 GMT
#35
On August 14 2011 20:29 Ragoo wrote:
Afaik there are not that many possibilities for making a rotational/mirrored map, there's only 2 spawn, 3 spawn rotational, 4 spawn rotational and 4 spawn mirrored (and shifted symmetry which I don't really understand).
But there is one more possibility that is yet very unexplored: 4-2 maps (Superouman's name for it) or double cross/double 2player maps (suggestions for future naming from me^^).

This means maps with 4 spawns, but only cross spawns are mirrored and playable. Examples for this are Starparty V + Show Spoiler +
[image loading]
or this (apparently abandoned) map idea by lefix + Show Spoiler +
[image loading]


So yeah, I challenge everybody to make more maps like this cause I think there is sooo many possibilities and having two 1v1 maps in one map is just cool :D


I tried some stuff and this directions and discussed it quite a bit with some pf thr TPW guys. Tbh i never was really satisfied with the results: you did not have to scout at all. the only question was: do we spawn on this or on that side of the map. so in the end a normal two player often has much more interesting layouts.

So this idea could be a great entry as a possible challenge, because nobody really came up with something really good.

The nice thing in combining two maps in one is that you can make a map that is not auto-ruled out by a player of a specific race.

i would call this a twisted symmetry or a 2in1, because it is 2 rotational symmetry maps in one.



i would also like to add another now that metalopolis is kind of gone from the mappool
Challenge: Fix Metalopolis close position and make it more intersting by addition or substraction of bases, shakuras like shift symmetry, twisted symmetries or something alike.

Phried
Profile Joined June 2011
Canada147 Posts
August 14 2011 17:52 GMT
#36
On August 14 2011 20:29 Ragoo wrote:
Well I personally don't think I'm fit to judge anyone's map but I was already about to suggest this to iGrok for MotM restriction:

Last time we had a restriction in MotM it was 3 spawn maps, which imo was great cause at the time no one really made them but there were quite a lot of unexplored layouts, so we saw a lot of interesting resulsts.

Afaik there are not that many possibilities for making a rotational/mirrored map, there's only 2 spawn, 3 spawn rotational, 4 spawn rotational and 4 spawn mirrored (and shifted symmetry which I don't really understand).
But there is one more possibility that is yet very unexplored: 4-2 maps (Superouman's name for it) or double cross/double 2player maps (suggestions for future naming from me^^).

This means maps with 4 spawns, but only cross spawns are mirrored and playable. Examples for this are Starparty V + Show Spoiler +
[image loading]
or this (apparently abandoned) map idea by lefix + Show Spoiler +
[image loading]


So yeah, I challenge everybody to make more maps like this cause I think there is sooo many possibilities and having two 1v1 maps in one map is just cool :D


I was actually planning to try something like this. I always liked the idea because it was like having two different 1v1 maps in one.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 14 2011 17:59 GMT
#37
Destructible bridges that are actually relevant in the map :D
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 14 2011 18:11 GMT
#38
On August 14 2011 20:40 Samro225am wrote:
Show nested quote +
On August 14 2011 20:29 Ragoo wrote:
Afaik there are not that many possibilities for making a rotational/mirrored map, there's only 2 spawn, 3 spawn rotational, 4 spawn rotational and 4 spawn mirrored (and shifted symmetry which I don't really understand).
But there is one more possibility that is yet very unexplored: 4-2 maps (Superouman's name for it) or double cross/double 2player maps (suggestions for future naming from me^^).

This means maps with 4 spawns, but only cross spawns are mirrored and playable. Examples for this are Starparty V + Show Spoiler +
[image loading]
or this (apparently abandoned) map idea by lefix + Show Spoiler +
[image loading]


So yeah, I challenge everybody to make more maps like this cause I think there is sooo many possibilities and having two 1v1 maps in one map is just cool :D


I tried some stuff and this directions and discussed it quite a bit with some pf thr TPW guys. Tbh i never was really satisfied with the results: you did not have to scout at all. the only question was: do we spawn on this or on that side of the map. so in the end a normal two player often has much more interesting layouts.

So this idea could be a great entry as a possible challenge, because nobody really came up with something really good.

The nice thing in combining two maps in one is that you can make a map that is not auto-ruled out by a player of a specific race.

i would call this a twisted symmetry or a 2in1, because it is 2 rotational symmetry maps in one.



i would also like to add another now that metalopolis is kind of gone from the mappool
Challenge: Fix Metalopolis close position and make it more intersting by addition or substraction of bases, shakuras like shift symmetry, twisted symmetries or something alike.


I call it Starparty Symmetry! Simply because it was the first sc2 map to do it.

Also my challenge to anyone out there: Make a 5p map that can handle neighbor spawns.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Samro225am
Profile Joined August 2010
Germany982 Posts
August 14 2011 19:21 GMT
#39
Okay, we have slowly get this sorted out a bit. I will not be onlöine the next two days, so I try to group our points and rank them as possible/Interesting (imo)

My plan is to organize the first Challenges and i want to ask the people who proclaimed each challenge to help me with organizing/judging on a rather laid back level. I hope the map maker submitting an entry will also comment other maps and get a discussiong going and it is not about actually judging what map is better, yet a discourse about what is intersting, what features might work in a competitive game, etc.


Here is what I think:

restrictions on terrain

The Small Map Challenge might the the most interesting here.

+ Show Spoiler +
1. one cliff level with/without using cliffs
On August 13 2011 20:12 lefix wrote:
one cliff level


9. Islands
On August 14 2011 04:35 Gl!tch wrote:
Island maps :D


10. Low Mains
On August 14 2011 06:47 Phried wrote:
Mains on lowest ground only.


14. small maps: 80x80 or 88x88
mentioned by lefix




gimmick stuff

all things that might be nice additions in combination to another Challenge or extra concepts to an entry by individual map makers

+ Show Spoiler +
2. Maze
On August 13 2011 20:12 lefix wrote:
mazes (fun maps)


6.Forcefields
On August 14 2011 04:34 TedJustice wrote:
Use pre-placed forcefields in an interesting way. Careful, cause they can bug pathing. Units pretend forcefields don't exist when they calculate pathing, so you've got to keep that in mind.


7. Creep
On August 14 2011 04:34 TedJustice wrote:
Use neutral creep tumors in some way. You can put them on a 1x1 high ground area to make it so they won't spread creep unless there's already creep near them.




odd number of spawns or even asymmetries

While 5-p seems more do-able than 7p the concept of asymmetry stands out for be, because it can be a 1v1 but also a 7p-map.

2in1 Symmetry might be ok, but personally i am more interested in more 3p maps.

+ Show Spoiler +
3. 3-player map
On August 14 2011 01:27 RevThirteen wrote:
Make a 3 Player map which functions and plays out as close as possible to how Shakuras works!
Thereby eleminating the problem of some spawns not being active. ^^



4. a map that if everything but mirrored
On August 14 2011 01:45 FlopTurnReaver wrote:
Well I think WniO did something last month that would be very interesting to see in such a challenge: Make a map that's everything else but mirrored but still as balanced as possible.


11. 7-player
On August 14 2011 14:04 Archvil3 wrote:
Challenge: Make a 7 player rotational symetri map!


12. 2 in 1 / Twisted Symmetry / Starparty
On August 14 2011 20:29 Ragoo wrote:
But there is one more possibility that is yet very unexplored: 4-2 maps (Superouman's name for it) or double cross/double 2player maps (suggestions for future naming from me^^).

This means maps with 4 spawns, but only cross spawns are mirrored and playable.

So yeah, I challenge everybody to make more maps like this cause I think there is sooo many possibilities and having two 1v1 maps in one map is just cool :D


13. 5-player map
On August 15 2011 03:11 iGrok wrote:
Also my challenge to anyone out there: Make a 5p map that can handle neighbor spawns.






fixing a map

this is something were we could start with one of the new ladder maps or take a classic sc2 map like metalopolis and try to fix close position and cw/ccw expansions patterns,

+ Show Spoiler +
8. Fixing a map / Searing Crater
On August 14 2011 04:39 FlopTurnReaver wrote:
New idea (thanks prodiG):

Turn Searing Crater into a good, balanced map.

Take that TL!


On August 14 2011 20:40 Samro225am wrote:
Challenge: Fix Metalopolis close position and make it more intersting by addition or substraction of bases, shakuras like shift symmetry, twisted symmetries or something alike.





i think many topics could be combined in an entry, e.g. you use creep on a small map to create a more balanced game or whatever.

let me know what you think, are there any real DOs or DONTs? What direction do you prefer? Should we do a Challenge of each direction?

I'll try to organize the first few rounds and hope to get some help or that the community helps itself and more experienced map maker do some super unique challenges in the near future.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 14 2011 19:33 GMT
#40
"i think many topics could be combined in an entry, e.g. you use creep on a small map to create a more balanced game or whatever."
lol not on too small of a map ^^ zerg owns on tiny maps.
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