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[Mapping Challenge] #1 Asymmetric Maps - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
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The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 17 2011 12:52 GMT
#81
On September 17 2011 08:26 Namrufus wrote:
Final Submission!

Map: Galactic HQ
Author: Namrufus

+ Show Spoiler [overview] +

[image loading]

+ Show Spoiler [summary] +

[image loading]


Rush distances(analyzer main2main): 146, 138, 156

GLHF!!!

Looks great! I'll be sure to play on this map.
Moderatorshe/her
TL+ Member
fenX
Profile Joined February 2011
France127 Posts
September 17 2011 23:08 GMT
#82
I almost forgot to make a proper submission v_v"

Map : Stormy plains
Author : Fen
Published on EU (search for its french name "Plaines orageuses" if you can't find it)
Playable size : 132x156

+ Show Spoiler [Overview] +

[image loading]

+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 18 2011 11:08 GMT
#83
Now we are seeing some real progress in the maps. A few final comments on the submissions:

@Namrufus - Looks awesome. The similarities with metalopolis are gone, the balance issues seems to be solved, and its basically impossible for me to say that any race or position should be overpowered on this map. One thing I do want to point out is that the top XN tower looks like it can barely see into the 2 o'clock main, and this could be an issue with 4 gates.

@fenX - The map is really interesting, and some serious thought is required from the players to figure out strategies for differnt spawns. It looks like it can be a bit annoying to defend the 4 o'clock on three bases, as the chokes are a bit wierdly placed. I don't know how the balance is on this spawn, but the other two positions are clearly well made, so I don't think it is a serious problem.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 18 2011 14:43 GMT
#84
My map submission works, right?
Moderatorshe/her
TL+ Member
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 18 2011 16:38 GMT
#85
no comments... (hides in fear of flames)
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 18 2011 17:03 GMT
#86
On September 19 2011 01:38 Zaphod Beeblebrox wrote:
no comments... (hides in fear of flames)

?
Moderatorshe/her
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-09-18 17:24:42
September 18 2011 17:24 GMT
#87
---



it would be nice we would have a small "final submission" to identify the last version, since many images look very work in progress!



---
RumbleBadger
Profile Joined July 2011
322 Posts
September 18 2011 19:40 GMT
#88
Final Submission

Stepway
by RumbleBadger

+ Show Spoiler [Overview] +
[image loading]
[image loading]

+ Show Spoiler [Summary] +
[image loading]

+ Show Spoiler [Distances] +
[image loading][image loading]
[image loading][image loading]
[image loading][image loading]

+ Show Spoiler [Influence] +
[image loading][image loading][image loading]

See my map thread for more details on balance and some close-ups. Thanks for doing all this for us!
Games before dames.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 18 2011 19:48 GMT
#89
On September 19 2011 02:24 Samro225am wrote:
---



it would be nice we would have a small "final submission" to identify the last version, since many images look very work in progress!



---

The only change on mine is that there are no black streaks at the starting locations.
Moderatorshe/her
TL+ Member
Quisk
Profile Joined June 2010
United States17 Posts
September 18 2011 22:45 GMT
#90
Edited my post to say *Final Submission*
Also, added the analyzer pics to this post so you don't need to click the link to the original map post.

GL
Success is measured in blood; yours, or your enemy's.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-09-18 23:46:51
September 18 2011 23:44 GMT
#91
With my 777th post I shall make the final submission.
[image loading]
The black streaks do not show up in game, they are there to show where the start locations are.
Man I hope that worked.
Some extra details:
On both teams, everyone has a different role. On the team of three, one player takes a very fast expansion, the player near two ramps holds the line, and the far right player secures the bottom area. On the team of 4, the top player can take a super easy expansion, the 2 players in the corner hold the front, and the right-side player secures the bottom area. It's sort of a divided battlefield that way, and that leads to the top right not being used .
On a funny note, I tested this with computers and the top right player would not expand at all, even though he had 590 or more minerals the whole time.
Unfortunately, I don't know how to program it so that I can make 3v4 games. The game will only let me have 3v3... Or FFA which is a really bad idea on this map ;D.


On September 14 2011 12:08 Yoshi Kirishima wrote:
Show nested quote +
On September 04 2011 04:23 TehTemplar wrote:
With my 666th post I will submit my ultimate map.
The most crazy stuff about it.
+ Show Spoiler +
-It's a team map.
-It's a 7 player map.
-It's a 3v4 map.
+ Show Spoiler +
YEAHHHHHHHHHHHHHH


The first side:
+ Show Spoiler +
-3 players
-1 player has a protected expansion that can be sieged when rocks are broken.
-1 player has a very standard, Shattered Temple-like Main-Nat-Third Setup.
-1 player has a completely crazy main setup, with the minerals against the cliff with 2 ramps nearby. One ramp can be walled against melee units with just 1 3x3 structure, while the other has a 4x4 space. The natural is directly below that with 2 entrances+ the third, which has rocks that both block it and block an attack path.

The other side:
+ Show Spoiler +
-4 players
-1 player has a protected expansion behind his minerals.
-1 player has a single large ramp near him leading into the natural.
-1 player has a person on either side of him, and therefore has a lower expansion possibility but more protection.
-1 player has 2 ramps, both leading out into natural expansions. 1 is the main natural, and the other is an isolated natural with a cliffable spot blocked off by rocks.

Contested bases:
+ Show Spoiler +
There are 7 contested expansions, 4 closer to the team with 4 players and 3 closer to the team with 3 players.

The middle:
+ Show Spoiler +
The middle is where I outdid myself in comparison to my standards. It's a beautiful blend between the terrain from both sides+Char Rock. There are 2 gold metalopolis-style bases with a ramp leading into a watchtower placed similarly to the one in Abyssal.

Something that this map shows about me:
+ Show Spoiler +
I am a boss with rocks and I love using them ^.^

THE MAP:
+ Show Spoiler +
[image loading]
The black streaks show where the start locations are.

gg.
+ Show Spoiler +

Edit: Forgot a few things.
My goal with this map:
+ Show Spoiler +
My goal was to try to create the most balanced imbalanced map with uneven amounts of players/bases. I also set out to create a map with more, weaker players on one of the teams.

My history with positionally imbalanced maps (BORING DON'T READ) :
+ Show Spoiler +
I started with the 7 player map Death Caves (Published on NA, FFA map). The map was a major success, with one game played on it that lasted 55 minutes because one guy turtled on the island for the last 15 minutes. The map featured very similar mains, followed by wildly different natural-third setups with contested thirds and watchtowers outside of everyone's bases.
Then, one day, I drew maps for fun, and I came up with the 2 player map The HunT. The map had a good concept, but the execution was so bad that I scrapped it.
Later, I came up with the map Veed Acthas (Published on NA, FFA map). This map had very standard naturals but crazy mains (1 exception). It too was a major success, with me winning the only game ever played on it because I got killed early on, lifted to the center island, and massed air units and a-moved.
With my sights then set on 1v1 maps, I came up with the map Quadruple Territories (Published on NA, 1v1 map), which had slightly different main-nat setups, similar thirds, and a symmetrical center.
I felt disoriented, as my Imbamaps, as I knew them, were not improving along with my other maps. I made Lava Magnus (Published on NA, 1v1 map), which was a 3 player map intended for this competition, but I saw everyone else was doing the same thing, and set my sights on a team map. The results are seen here today.


Holy man this is epic! Until I read your goal though it seemed like it was supposed to be around equal skill 3v4 with the 3 side having more advantages, but it seems not.

Will probably play on this map a couple times with friends if we only have 7 people ^-^

Actually, it is supposed to be equal skill. By weaker, I meant fewer opporunities to expand, harder to defend, etc.
Moderatorshe/her
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-09-19 01:09:36
September 19 2011 00:31 GMT
#92
my idea was to have really different setups for the two sides. partly worked out fine.
spawn at 1 has an advantage to take the first four bases i think, lategame spawn at 8 should have an easier time to seccure his half of the map. positioning can be a bit tricky. especially with two different sides.
possibly might be picking this map up again some day.

Folly Fields

EU: v0.1

Size: 144x112
Bases: 12
n2n: 129 AU

+ Show Spoiler [Overview] +
[image loading]


+ Show Spoiler [analyzer summary] +
[image loading]


+ Show Spoiler [analyzer influence] +
[image loading]




TwistedFate
Profile Joined September 2011
United Kingdom9 Posts
September 19 2011 02:02 GMT
#93
There are some really interesting looking maps in this competition, asymmetry gives a great chance to show off creativity

Good luck to all those taking part
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 19 2011 10:12 GMT
#94
On September 19 2011 02:03 TehTemplar wrote:
Show nested quote +
On September 19 2011 01:38 Zaphod Beeblebrox wrote:
no comments... (hides in fear of flames)

?


Well, I tried to comment on the competitive possibilities of the maps. And your map is a 3v4 so... its really not going to be used all that much. But it is certainly well made.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Samro225am
Profile Joined August 2010
Germany982 Posts
September 19 2011 11:07 GMT
#95
obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 19 2011 19:37 GMT
#96
On September 19 2011 20:07 Samro225am wrote:
obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis

My map only works 3v3... But I think you'll find the top 3 easily can defeat the bottom 3 in a 3v3.
Moderatorshe/her
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 20 2011 01:20 GMT
#97
On September 19 2011 20:07 Samro225am wrote:
obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis

Lest it be mistaken the post here was more or less the final version for submission. The map thread has the details of the finalized version.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-09-20 03:28:34
September 20 2011 03:28 GMT
#98
On September 20 2011 04:37 TehTemplar wrote:
Show nested quote +
On September 19 2011 20:07 Samro225am wrote:
obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis

My map only works 3v3... But I think you'll find the top 3 easily can defeat the bottom 3 in a 3v3.


setting up a 3v4 shouldn't be too hard.
simply set each spawn as an ally of each other spawn in its team

it is kinda hard to explain so if you take a look at this map file:

http://dl.dropbox.com/u/15345289/team_placement_3v4.SC2Map

and look at Map->Team Placement (Basic)...
you can see what I mean.

Hope this helps!

edit: spelling
This is it... the alpaca lips.
RiT4LiN
Profile Joined April 2010
Netherlands131 Posts
September 20 2011 08:40 GMT
#99
Oh my gawd these maps look awesome. Will play when i get home
A quote
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 23 2011 03:53 GMT
#100
On September 18 2011 20:08 Zaphod Beeblebrox wrote:
Now we are seeing some real progress in the maps. A few final comments on the submissions:

@Namrufus - ...One thing I do want to point out is that the top XN tower looks like it can barely see into the 2 o'clock main, and this could be an issue with 4 gates.


Uhhhhhggggg how did I miss this? You can warp into the main using the tower... fixed version now published on NA. Thanks for the heads up!

Anyways, I can't wait to see what the judges have to say about the maps!
This is it... the alpaca lips.
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