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The Mapping Challenge - Page 3

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-08-14 19:41:22
August 14 2011 19:35 GMT
#41
On August 15 2011 04:33 WniO wrote:
"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.


+ Show Spoiler +
more balanced game or whatever

on a more serious note: it depends, just imagine a small map using all three cliff level.
NickMP
Profile Joined February 2011
United States46 Posts
August 14 2011 21:05 GMT
#42
This is pretty interesting....exetremly interesting actually.
I've got one more idea i would like to throw in.

Make a map without terrain.(All terrain cells hidden.)
You would have to use doodads to indicate the paths of terrain and what is and is not pathable.

But this is pretty interesting to say the least.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 14 2011 21:21 GMT
#43
make map where there is no cliff and only doodad as boundary, (like some cool city or forest etc etc.)
Samro225am
Profile Joined August 2010
Germany982 Posts
August 14 2011 21:50 GMT
#44
We already have that @wnio
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 14 2011 22:20 GMT
#45
well fine then, make a map with invisible walls but in random spots... would be pretty funny lol
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 14 2011 22:42 GMT
#46
Has already been made by our friend dimfish
http://www.teamliquid.net/forum/viewmessage.php?topic_id=211989
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Fearlezz
Profile Joined April 2010
Croatia176 Posts
August 14 2011 22:55 GMT
#47
- experimenting with expansion resources: 3gas expansion instead of gold minerals, tight path with raw geyser and blocked when built, gas only expansion, minerals free but gas under rocks etc
- taking XYZ map and reworking it to play very differently (i.e. removing back door on Blistering Sands and putting a base there, somebody else turning 4th base into an island etc)
- unconventional main > natural setups (a la Coruption)
- unconventional chokes/ramps (aka Bel'Shir Beach)
- points of interest on islands in middle of map (like Xel'Naga towers)

That's what I got so far

lefix
Profile Joined February 2011
Germany1082 Posts
August 14 2011 23:06 GMT
#48
how about: half bases. all baes have 4patches and 1 gas, mains and nats included.
or low minerals that will run out quickly

Map of the Month | The Planetary Workshop | SC2Melee.net
Archvil3
Profile Joined September 2010
Denmark989 Posts
August 14 2011 23:27 GMT
#49
,I actually worked with an idea for awhile where all bases had 16 mineral patches and 4 gas. The mineral patches had 500 minerals each and the gases 800 gas. You effectively have 2x the income per base but it would run out in 1/3 of the time.
Let thy speech be better than silence, or be silent.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 15 2011 00:23 GMT
#50
I have a couple ideas. I think most can be just judged by the community, but some can't.
  • Asymmetry map challenge. Map is completely asymmetrical, most balanced wins - would need qualified judges.

  • Island map challenge. Most creative and fun map. Judged by the community.

  • Map with an odd number of spawn places. It could be 3, 5, 7, or more. This combines most of the ideas into one, and could be judged by the community.


These seem like the most helpful and interesting challenges. You could benefit a lot from experimenting on any of these!




Shall we vote?

Poll: What should the map challenge be?

Asymmetrical maps. (9)
 
56%

Odd Number of spawns. (4)
 
25%

Island maps. (3)
 
19%

16 total votes

Your vote: What should the map challenge be?

(Vote): Island maps.
(Vote): Asymmetrical maps.
(Vote): Odd Number of spawns.




https://liquipedia.net/starcraft2/Monitor
Samro225am
Profile Joined August 2010
Germany982 Posts
August 15 2011 02:07 GMT
#51
On August 15 2011 09:23 monitor wrote:
I have a couple ideas. I think most can be just judged by the community, but some can't.
  • Asymmetry map challenge. Map is completely asymmetrical, most balanced wins - would need qualified judges.

  • Island map challenge. Most creative and fun map. Judged by the community.

  • Map with an odd number of spawn places. It could be 3, 5, 7, or more. This combines most of the ideas into one, and could be judged by the community.


These seem like the most helpful and interesting challenges. You could benefit a lot from experimenting on any of these!




Shall we vote?

Poll: What should the map challenge be?

Asymmetrical maps. (9)
 
56%

Odd Number of spawns. (4)
 
25%

Island maps. (3)
 
19%

16 total votes

Your vote: What should the map challenge be?

(Vote): Island maps.
(Vote): Asymmetrical maps.
(Vote): Odd Number of spawns.







Did you read my posts?

The three challenges you posted should all be done really. I'll try to get judges for each challenge asking the people who brought up each thing initially.

We should discuss how much time we want a challenge to run? A format from mid of month to mid of month could be a nice addition in between motm.

I'll send PMs to possible judges ( basically the person who challenged the community +2) and we can start the first challenge in a few days.
lefix
Profile Joined February 2011
Germany1082 Posts
August 15 2011 08:50 GMT
#52
imho, you should also keep in mind that all those challenges should be kept small and not require too much work. if they do, you might as well do a solid normal map instead of something gimmicky. but maybe that's just me.
Map of the Month | The Planetary Workshop | SC2Melee.net
Samro225am
Profile Joined August 2010
Germany982 Posts
August 15 2011 10:09 GMT
#53
On August 15 2011 17:50 lefix wrote:
imho, you should also keep in mind that all those challenges should be kept small and not require too much work. if they do, you might as well do a solid normal map instead of something gimmicky. but maybe that's just me.


it is all about new things on the level of making layouts, hence basic but well made texturing and doodading is sufficen I guess.

making an interesing asymetrical map > doing another solid boring same same

btw: why not spend more time on a challenge map than on a regular one really?
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-08-15 10:19:42
August 15 2011 10:18 GMT
#54
well, to me it sounds like the challenges are about trying out new things.
personally, i prefer trying things out on small projects first, and then use the idea on an actual project if it is showing any promise, you might also have new insight on how to make it better.
i'd hate to spend dozens of hours on a project trying out something now that in the end isn't going to work ^^
think of it as prototypes of new map concepts
Map of the Month | The Planetary Workshop | SC2Melee.net
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 15 2011 10:35 GMT
#55
I agree with lefix, this shouldn't be about exact proportions and stunning visuals, high level refinement takes too much time.
I'm fine with basic texturing and maybe some basic doodads, some easy natural stuff so it doesn't totally look like shit when you playtest
Overall it's more important that you clearly show an interesting concept that you or others can use in there "real" maps.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
August 15 2011 10:56 GMT
#56
On August 15 2011 19:18 lefix wrote:
personally, i prefer trying things out on small projects first, and then use the idea on an actual project if it is showing any promise, you might also have new insight on how to make it better.
i'd hate to spend dozens of hours on a project trying out something now that in the end isn't going to work ^^
think of it as prototypes of new map concepts


sure it is about prototyping but coming up with some balanced asymmetry might take more time thatn doing a solid map all polished!


it is up to every indivisual map maker to develop a project first and foremost for themselves, than for the sake of mapping and community. you decide how much work you put into something, not the "judges".

also the level of polishing will definately shift from challenge to challenge (depending on the "meta-challenge" and how it developes)

let me emphasize this again: it is not about winning the challenge, but rather about providing interesting solutions and new perspectives on how to solve a problem or even how to define a certai aspect or feature of a map - this is called discourse like the meta-game. where is meta-mapping going? it is were you are going...
we will not have rankings were boring, but polished maps will end up on top and extremly well thought out layouts without doodading will "loose".


the first challenge starts in the next days anyway, so stay tuned
+ Show Spoiler +
we are going to see some asymmetric love
MDKnights23
Profile Joined July 2011
United States11 Posts
August 15 2011 11:53 GMT
#57
Make a three player map that's not radially symmetric. Something like a scrap station, except the gold base would be a third main spawning point.
Liquid Fighting!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 15 2011 13:25 GMT
#58
On August 15 2011 08:06 lefix wrote:
how about: half bases. all baes have 4patches and 1 gas, mains and nats included.
or low minerals that will run out quickly


Done it, never posted it on TL.
How about a map with ~25 bases?
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-08-15 13:26:54
August 15 2011 13:26 GMT
#59
On August 15 2011 20:53 MDKnights23 wrote:
Make a three player map that's not radially symmetric. Something like a scrap station, except the gold base would be a third main spawning point.

Hmmm, I think someone has done that, I'll check.
EDIT:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=209552
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-15 13:44:03
August 15 2011 13:38 GMT
#60
Did I hear someone ask for a Gold Mineral Main base?

btw: why not spend more time on a challenge map than on a regular one really?


I think for most mapmakers it is just not interesting, to spend 40hours on a project, that noone wants to test (because of "obvious imbalance"), that can't compete in MapperTournaments (because of "obvious imbalance") and won't get useful comments ("Interesting idea, never seen it before... GL making it work!").

That's why I think tournaments like MotM should pick up that topic! It will be the only way to encourage people to try it. ("At least I was Top5 in MotM#9")
Of course there has to be a lot of time in between the topic anouncment and the Top5 decision, so people actually have time to make those maps...
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