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Map of the Month #9 - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 21 22 23 Next All
RumbleBadger
Profile Joined July 2011
322 Posts
September 03 2011 23:40 GMT
#41
Oh, gosh. I'm on vacation and I get back home on the 5th sometime fairly late. I really hope I get back in time to submit a map. =(

Oh, well. Great maps coming in so far!
Games before dames.
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-09-04 18:51:07
September 03 2011 23:48 GMT
#42
Monlyth Memories
[image loading]

by WniO

MapThread

This is supposed to be a blizzard map, so im going to have to make another for #10.
+ Show Spoiler +
Im not going to submit the actual file tonight since i have a few things to retouch.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 04 2011 01:33 GMT
#43
I'd love to play on Monlyth Memories, It's like a (better) 2 player version of Abyssal Caverns.
Moderatorshe/her
TL+ Member
monitor
Profile Blog Joined June 2010
United States2406 Posts
September 04 2011 14:45 GMT
#44
One more day until map submissions close. Please enter your maps guys!
https://liquipedia.net/starcraft2/Monitor
Gl!tch
Profile Joined December 2010
United States573 Posts
September 04 2011 16:02 GMT
#45
On September 04 2011 23:45 monitor wrote:
One more day until map submissions close. Please enter your maps guys!

There were only 3 day's to submit? It seems like MotM 8 had over a week for submissions, are you guys trying to cut down as there were too many maps last time?
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2011-09-04 16:14:49
September 04 2011 16:14 GMT
#46
ESV Taonas

[image loading]

This map features a very large area of line of sight blockers in the middle, they are all buildable. Two Xel'Naga towers are placed on the sides of this area, they provide a great advantage for the players who controls them.
I also placed a 4*4 square of LoS at the natural choke to give the defender a slightly bigger advantage.

Map thread coming soon.

PS: I didn't forget to send the map via email :D
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 04 2011 16:25 GMT
#47
Cool, a pedobear map ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
WniO
Profile Blog Joined April 2010
United States2706 Posts
September 04 2011 16:26 GMT
#48
On September 05 2011 01:25 dezi wrote:
Cool, a pedobear map ^^

lol.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-09-04 16:29:20
September 04 2011 16:27 GMT
#49
Wowowow, so risky and innovative with all these LoS blockes! I love the expansion layout as well, we haven't seen many maps like this (probably only Scrap Station and Alpha Stations come close).

Instantly my favorite map

edit: I will submit my map tomorrow. I fear more TPW guys will do it then as well... right now I guess I could at least have a decent chance .P
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Superouman
Profile Blog Joined August 2007
France2195 Posts
September 04 2011 16:33 GMT
#50
Oh my god, you just gave me the idea to put a similar to pedobear critter in the bushes xDDDD
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 04 2011 17:20 GMT
#51
Whiteout
by MisfortuneS Ghost(me, of course)

[image loading]

Map thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=260524

Pretty straightforward map, but it's just plain cool.

Still can't shake the feeling that it's got too conservative of a layout though. I'ma lose cuz of that I reckon.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-04 17:38:43
September 04 2011 17:37 GMT
#52
On September 05 2011 01:25 dezi wrote:
Cool, a pedobear map ^^

I saw a fat man bending down.

But wow. The map is pretty amazing. It took me a long while to find a complaint about it, but I could. Imo the big dark are extends too far to north and close to the 3rd bases making attacks with infestors probably too powreful as they can fungal and neural units defending the 3rd while being the dark area unattackable. Move the dark area 3-5 grids away from the 3rd base and you have without doubts the best map I have ever seen.
Icetoad
Profile Joined May 2010
Canada262 Posts
September 04 2011 22:35 GMT
#53
Some nice maps coming from everyone, sadly I won't have any maps for this month , unless I submit an old map just for fun.
I'm coming MoTM#10!
Map Maker of Nimbus
-Anomaly-
Profile Joined July 2011
Sweden11 Posts
Last Edited: 2011-09-06 19:29:27
September 04 2011 22:37 GMT
#54
Meinhoff Encroached
by Anomaly

[image loading]

This is a 2-spawn map with 8 expansions (no golds) and two Xel'Naga Towers.
Playable map size: 144x128.

Thread includes epic story ^.^
Map thread
fenX
Profile Joined February 2011
France127 Posts
September 04 2011 23:12 GMT
#55
Stormy plains
by Fen

[image loading]

This was originaly made for the asymetric map challenge, so it's a 3 players asymetric map.
Each spawn has a highground main (with a drop/tech hiding spot), middleground natural and 2 possible 3rds (one on middle ground and one on low ground), in addition there are 2 golds and 2 islands for a total of 16 bases, 3 xelnaga towers, destructible rocks to open additionnal attack paths and some LoSB madness.

Map thread : not available (insufficient vespene gas)
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
Last Edited: 2011-09-06 20:38:15
September 04 2011 23:34 GMT
#56
Relaxation. (Name MIGHT change to Paradise Platforms.)
4 Player Melee Map
Fully Symmetrical
An Tropical Map set on a space platform.
Who wants to fight crowds when you can relax in space, on your own Paradise Platform?
Well it turns out on Paradise Platform, instead of fighting the crowds for a good spot, you are going to be fighting for your life. MWAHAHAHHA. (lol jk)

Gold expo's in the middle, 1 rich vespene geyser at each. Xel Naga watch tower in the middle, surrounded by LoS blockers.

Relative easy to take and protect 2nd and 3rd, as well as plenty of spots for a macro game in 1v1.

FFA and 2v2 also possible.

My first ever MotM submission. I liked the premise more than my delivery on my idea... but its still a cool map imo. After fighting with customizing the terran set, I would like to trade out the white for a more realistic sand, but o well. This space platform was aiming for perfection i guess when it came to the sand.

I like the concept, and think i did a fair enough delivery of it, so enjoy.

making Map thread then will link to it.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=262531

[image loading]
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2011-09-06 22:00:19
September 04 2011 23:34 GMT
#57
ESV Bardiche
Created by: Neobowman, AKA Einhart
[image loading]
Based on the Brood War map, "Moonlight Punch Romance" by TwoS.
Pronounced: Bar-deesh
Destructible rocks obstructing the centre path have 1000 hp and 1 armour each.
Line of sight blockers on the edge of the main are uinpathable.
High ground at natural is unpathable.
Third bases have 1 rich vespene geyser each.

A small map with a triple path layout. The central path is short but is blocked off with destructible rocks. The other two paths lead to expansions.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-09-08 23:11:39
September 05 2011 01:58 GMT
#58
Nightmare Hollow
Duel Entry: Design and balance FoxyMayhem, aesthetics by FenX
[image loading]

Angle Shot:
+ Show Spoiler +
[image loading]



A 1v1 Melee map with two naturals. One is guarded by rocks, and the rocks are watched by a Xel'Naga tower. That one may be easy to take early game, but it is much harder to defend 3 bases and has 7 mineral patches instead of 8. Take the exposed natural first, and then the raised expansion for an easy 3-base defense.

+ Show Spoiler [Strategy Description] +
Protoss can get three bases rather swiftly, but the bases they chose provide vulnerabilities. If they decide to take the pocket natural first they will become vulnerable when expanding to the open natural. Start taking down the rocks, and when they do try to expand they will have to spread their army thin to defend. Expanding to the open natural first is harder due to the open nature of the expansion and abusable cliffs, something you can use to your advantage to punish their greed.

Air harass is strong on this map due to the layout of the bases (3 mineral lines close together and accessible by air) and the long rush distances, so phoenix openings may be more viable than the average map. For harass lategame I saw 4KExO place a Phase Prism on the Xel'Naga like hallway, sending 3 zealots to the raised, gold, and natural expansions.

Zerg can expand swiftly. Be ware, any fast expanding on your part will often be met with a double-expand from them. Pressure to punish them and keep then from properly droning to 3 full base, or surprise them with a powerful 1-base push. Parts of the middle are wide open, so keep your back to a cliff or the acid pools in the center, and beware of counterattacks. Also, there are plenty of lovely high-ground patches for Zergs to place their overlords. Don't build your tech at your ramp if you don't want it to get scouted, or make sure to clear the overlord off the nearby high ground.

Terran have many options for early-game pressure. There is an almost lost-temple like high ground next to the open natural and I'm sure terrans will have plenty of fun with that. Or, they can even forgo Medivacs and begin their assault on the open natural by placing tanks on the raised expansion. Due to the layout of the bases, banshee harass is strong throughout every stage of the game. Siege tanks can be used to lockdown defense, but late-game favors mobile army compositions due to the size of the map and the strength of two-pronged hit-and-run harass. Locking down the defense with a several extra Planetary Fortresses can lock down their side of the map and free up the terran army to get aggressive. Building a stupid amount of barracks can help replenish harassing armies with a zerg-like efficiency -- after all, there are a lot of bases on this map, you'll probably be able to afford it.

All
The in-base Xel'Naga plays a critical role in adding stability to the map. Most maps with back door rocks (Jungle Basin, Blistering Sands) are trash, and create an "oh crap" moment where a poorer player can win through silly shenanigans. Not only is the defense of the back door easier here (especially if you don't take the pocket natural), but the Xel'Naga give you forewarning and army composition. Once the rocks are down, the Xel'Naga gives you forewarning if the attacker doesn't take the long way around to harass. It also reduces the air threat like muta harass, forcing the mutas to take longer paths around to hit the base lest the tower scout them. So don't forget to use it! (Also, Protoss, you can place a pylon next to the destructible rocks and warp in to their pocket natural, but the Xel'Naga tower will scout it. If you know they don't have the tower, though...)

The raised expansion has a gas near the cliff facing the enemy. This vulnerability can be exploited by all three races, sniping off the extractor and limiting the player's gas income. Unlike Tal'Darim alter, however, this is a 3rd/4th expansion, so the effect is less extreme while being easier to execute.

And one final note on the gold, watch for ninja expands there. They're not on the main path or rocked, so it might just happen. But, if you or your opponent does take the gold, defenses will be stretched thin: it's a LONG walk distance to defend the gold and the back of your main base.


Map Thread

<3s to the MotM team
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 05 2011 02:26 GMT
#59
On September 05 2011 08:12 fenX wrote:
+ Show Spoiler +
Stormy plains
by Fen

[image loading]

This was originaly made for the asymetric map challenge, so it's a 3 players asymetric map.
Each spawn has a highground main (with a drop/tech hiding spot), middleground natural and 2 possible 3rds (one on middle ground and one on low ground), in addition there are 2 golds and 2 islands for a total of 16 bases, 3 xelnaga towers, destructible rocks to open additionnal attack paths and some LoSB madness.

Map thread : not available (insufficient vespene gas
)

Was hoping you're gonna submit that one! But man, what happened to the swamp
Zurroh
Profile Joined June 2011
Canada12 Posts
Last Edited: 2011-09-05 03:42:09
September 05 2011 02:30 GMT
#60
Ulnar Nightmares (analyzers say Ulaan Nightmares, i named map wrong while analizing)
overview
+ Show Spoiler +

[image loading]
45degree angle view
[image loading]
for some reason the decals arent showing up in map editor or images, will get on that immediately.

+ Show Spoiler +
Analyzer pics
http://imgur.com/SGoVm

http://imgur.com/6MxtY

http://imgur.com/3pnjg

first map on motm and first map i actually tried on making, symetry isnt EXACT but close enough, as u can see from mid bases, if they were exact symetry, you couldnt fit a base into one the way i wanted them to look. playable on NA (search Ulnar Nightmares).
EDIT: (decals fixed ingame, not that many decals, and u get basic idea from the map anyways so w.e)
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