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TL Map Making Contest - Page 14

Forum Index > SC2 Maps & Custom Games
532 CommentsPost a Reply
Prev 1 12 13 14 15 16 27 Next All
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 04 2011 23:17 GMT
#261
On October 04 2011 21:22 neobowman wrote:
Show nested quote +
On October 04 2011 13:41 Plexa wrote:
No gas isn't the point its the expansion design that I like the most

Yeah but because of how SC2 is spaced, some designs just don't port well. In this map, I'd imagine the fourth bases would let tanks either shoot half of the main or the natural expansion on the other side, or both. The way to circumvent this would be to insert large gaps between the areas but tank range is bigger in SC2 and because of how terrain works, it's harder to space naturally. The list goes on.

Doesn't stop you from being inspired by it though.
Administrator~ Spirit will set you free ~
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 05 2011 02:04 GMT
#262
On October 05 2011 08:17 Plexa wrote:
Show nested quote +
On October 04 2011 21:22 neobowman wrote:
On October 04 2011 13:41 Plexa wrote:
No gas isn't the point its the expansion design that I like the most

Yeah but because of how SC2 is spaced, some designs just don't port well. In this map, I'd imagine the fourth bases would let tanks either shoot half of the main or the natural expansion on the other side, or both. The way to circumvent this would be to insert large gaps between the areas but tank range is bigger in SC2 and because of how terrain works, it's harder to space naturally. The list goes on.

Doesn't stop you from being inspired by it though.

Agreed. Nearly all my maps have been inspired by BW maps in some way shape or form, whether they're ports or just utilize some concepts.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 05 2011 18:58 GMT
#263
I've a question:
Normal bases are always 8 normal mineral patches and 2 normal geysers

I use a 1 geyser 7 minerals expo on one of my maps - this is to favor another bases as 3rd while still giving the possibility to take this one (allows you to control the middle of the map from there). This rule above suggest to don't make such expansions but shall i take this as pure suggest or as soft rule (which might decrease the chance for this specific map)?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Destructicon
Profile Blog Joined September 2011
4713 Posts
October 05 2011 20:18 GMT
#264
It is a hard rule, and even if you put in just 7 minerals and 1 gas, and if the judges like the map enough for it to win they will still change that one base to 8 mins and 2 gas. There really is no point to mess with gas and mineral patches number, it just decreases the chance for you to win.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
funcmode
Profile Joined June 2010
Australia720 Posts
October 05 2011 20:25 GMT
#265
It's not a hard rule, just read the OP;

We suggest maps follow the following restrictions:
1. Normal bases are always 8 normal mineral patches and 2 normal geysers


suggest


Make of that what you will. Anyone who's familiar with what happened with Tal'Darim making it on to the ladder can probably understand what I mean.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 06 2011 01:07 GMT
#266
Well let's say this, I can't give you a definite answer to this but if there are 2 "equal" maps there's always the possiblity they'll choose the one that's more Blizzard like. So imo there's no point in disregarding those "suggestions".

And else, as the other guys mentioned, they'll just edit it themselfes if they pick it^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 06 2011 03:32 GMT
#267
Pretty much what the previous three have mentioned.
Administrator~ Spirit will set you free ~
Duvon
Profile Joined October 2011
Sweden2360 Posts
Last Edited: 2011-10-07 13:30:13
October 06 2011 18:26 GMT
#268
Some questions:
-Destructible rocks seem to get quite some hate throughout this thread - what are some opinions on them as pathing changers/blockers rather than expansion blockers?
Extended idea/explanation
+ Show Spoiler +
My map idea, which to my ears have some balance in it, goes as follows:
-2 player map (current idea is mirror type). Absolutely not more than 2 towers.
-Hard to defend main, same elevation level as outside of the choke. Choke possible to widen through breaking down rocks.
-Easy to defend Natural
-Rocks are sealing the straightest routes between bases. Breaking them down opens up more space and quicker paths.
-4 bases (3 exps) per side, 2 middle ground expansions.
I have made a rough start to my vision of it in the mapmaker, but ohgod it's rough.


Two semi-related questions
+ Show Spoiler +
-I'm new to map making, but have some ideas which at least to me sounds nice, how do I find people interested in "parenting" a project?
-Having looked into Map of the Month threads some, I didn't quite come to a finish if there's some archive/summary of maps accepted and short comments on them, to learn from their mistakes. Checking through the MotM threads were not at all as hard as I first thought, getting at them through the TLwiki page.


Background
+ Show Spoiler +
I have never done any "fancy" map making, though I spent a bit of time in the wc3 map editor when I didn't play much, and have begun this in the sc2 one as well, and ages ago in the Age of Empires one. It was all rather sporadic, with only rough maps as results, and I'm really interested in learning more about making stuff look good, but meanwhile, I've got an idea which could really use a more experienced map maker's attention.
My sc2 experience is limited (and my sc-bw one almost non-existant) - I've never liked losing games, nor had really fun when playing too much, I'm a high gold (eu) player in skill regard.

Rambling
+ Show Spoiler +
As this is my semi-first post on this site, I'd like to thank y'all for doing an excellent job.
Nothing is impossible, only some things for some people.
Mereel
Profile Joined February 2010
Germany895 Posts
October 07 2011 01:59 GMT
#269
Seems like i will be the first one who show his maps here. anyways here they are, i will send my pm later when im sure everything is perfect but the choice wont change.

Seek and Destroy: (4Player Rotational)
+ Show Spoiler +
[image loading]

Through the Never: (2Player)
+ Show Spoiler +
[image loading]

Iron Curtain: (2Player)
+ Show Spoiler +
[image loading]

TPW Mapmaking Team
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 07 2011 02:29 GMT
#270
On October 07 2011 03:26 Duvon wrote:
Some questions:
-Destructible rocks seem to get quite some hate throughout this thread - what are some opinions on them as pathing changers/blockers rather than expansion blockers?
Extended idea/explanation
+ Show Spoiler +
My map idea, which to my ears have some balance in it, goes as follows:
-2 player map (current idea is mirror type). Absolutely not more than 2 towers.
-Hard to defend main, same elevation level as outside of the choke. Choke possible to widen through breaking down rocks.
-Easy to defend Natural
-Rocks are sealing the straightest routes between bases. Breaking them down opens up more space and quicker paths.
-4 bases (3 exps) per side, 2 middle ground expansions.
I have made a rough start to my vision of it in the mapmaker, but ohgod it's rough.


Two semi-related questions
+ Show Spoiler +
-I'm new to map making, but have some ideas which at least to me sounds nice, how do I find people interested in "parenting" a project?
-Having looked into Map of the Month threads some, I didn't quite come to a finish if there's some archive/summary of maps accepted and short comments on them, to learn from their mistakes.


Background
+ Show Spoiler +
I have never done any "fancy" map making, though I spent a bit of time in the wc3 map editor when I didn't play much, and have begun this in the sc2 one as well, and ages ago in the Age of Empires one. It was all rather sporadic, with only rough maps as results, and I'm really interested in learning more about making stuff look good, but meanwhile, I've got an idea which could really use a more experienced map maker's attention.
My sc2 experience is limited (and my sc-bw one almost non-existant) - I've never liked losing games, nor had really fun when playing too much, I'm a high gold (eu) player in skill regard.

Rambling
+ Show Spoiler +
As this is my semi-first post on this site, I'd like to thank y'all for doing an excellent job.


make a thread for your map; you'll definitely receive constructive feedback from there on.
starleague forever
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 07 2011 12:47 GMT
#271
On October 07 2011 03:26 Duvon wrote:
Some questions:
-Destructible rocks seem to get quite some hate throughout this thread - what are some opinions on them as pathing changers/blockers rather than expansion blockers?
Extended idea/explanation
+ Show Spoiler +
My map idea, which to my ears have some balance in it, goes as follows:
-2 player map (current idea is mirror type). Absolutely not more than 2 towers.
-Hard to defend main, same elevation level as outside of the choke. Choke possible to widen through breaking down rocks.
-Easy to defend Natural
-Rocks are sealing the straightest routes between bases. Breaking them down opens up more space and quicker paths.
-4 bases (3 exps) per side, 2 middle ground expansions.
I have made a rough start to my vision of it in the mapmaker, but ohgod it's rough.


Two semi-related questions
+ Show Spoiler +
-I'm new to map making, but have some ideas which at least to me sounds nice, how do I find people interested in "parenting" a project?
-Having looked into Map of the Month threads some, I didn't quite come to a finish if there's some archive/summary of maps accepted and short comments on them, to learn from their mistakes.


Background
+ Show Spoiler +
I have never done any "fancy" map making, though I spent a bit of time in the wc3 map editor when I didn't play much, and have begun this in the sc2 one as well, and ages ago in the Age of Empires one. It was all rather sporadic, with only rough maps as results, and I'm really interested in learning more about making stuff look good, but meanwhile, I've got an idea which could really use a more experienced map maker's attention.
My sc2 experience is limited (and my sc-bw one almost non-existant) - I've never liked losing games, nor had really fun when playing too much, I'm a high gold (eu) player in skill regard.

Rambling
+ Show Spoiler +
As this is my semi-first post on this site, I'd like to thank y'all for doing an excellent job.
My advice to you is to sketch your map on paper first, there is a guide about creating 3player rotational symmetric maps (which is evading me at the moment) which includes a guide about incorporating sketches into the editor - from there you can easily see your visions come to life. Without seeing a map its hard to judge the concept.
Administrator~ Spirit will set you free ~
Duvon
Profile Joined October 2011
Sweden2360 Posts
October 07 2011 13:28 GMT
#272
Thanks for the responses, I'll be creating a map thread, embarrassing as though it will be.
One of the reasons I feel so awkward about mapping is actually because I sketch my maps beforehand and ugh in-editor looks awful in comparison. I will try to heart though, and not go off topic any more. Thanks for the tips!
Nothing is impossible, only some things for some people.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 07 2011 19:26 GMT
#273
On October 07 2011 22:28 Duvon wrote:
Thanks for the responses, I'll be creating a map thread, embarrassing as though it will be.
One of the reasons I feel so awkward about mapping is actually because I sketch my maps beforehand and ugh in-editor looks awful in comparison. I will try to heart though, and not go off topic any more. Thanks for the tips!


believe me, all maps look pretty rudimentary when you first make them. we all put in a lot of hours in our maps to refine and make them look good.
starleague forever
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-08 14:39:07
October 08 2011 14:38 GMT
#274
On October 07 2011 22:28 Duvon wrote:
+ Show Spoiler +
Thanks for the responses, I'll be creating a map thread, embarrassing as though it will be.
One of the reasons I feel so awkward about mapping is actually because I sketch my maps beforehand and ugh in-editor looks awful in comparison. I will try to heart though, and not go off topic any more. Thanks for the tips!



Here let me show you what it actually looks like when ppl make maps Nothing to be ashamed of.

There is no point in making the map pretty before you have gotten feedback about your layout. Especially when new to the editor.

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]
Gosh Digglydarnit
chuky500
Profile Blog Joined March 2010
France473 Posts
October 08 2011 15:03 GMT
#275
If you make your textures early, you can symmetrize them when you duplicate half your map. If you texture after you symmetrized the map there are more things to fix.

Too bad in ZvZ all your work gets covered in creep.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 09 2011 18:48 GMT
#276
On October 09 2011 00:03 chuky500 wrote:
If you make your textures early, you can symmetrize them when you duplicate half your map. If you texture after you symmetrized the map there are more things to fix.

Too bad in ZvZ all your work gets covered in creep.

Ahaha so true.
I'll probably submit Korhal Brawl, Golgotha (needs work) and...
...
...
Agarion Cliqivs?
ModeratorI am still alive, somehow
TL+ Member
EffectS
Profile Joined May 2010
Belgium795 Posts
October 09 2011 19:28 GMT
#277
Just to make sure, I can submit more than 1 map right?
TEEHEE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 09 2011 19:38 GMT
#278
On October 10 2011 04:28 EffectS wrote:
Just to make sure, I can submit more than 1 map right?

Read OP.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 09 2011 19:39 GMT
#279
On September 28 2011 15:29 Torte de Lini wrote:
Show nested quote +
Any selected maps may be altered by Blizzard to comply with ladder pool standards.


[image blocked]


Still excited! ProdiG gonna give it a shot? I might even bother fiddling with the thing. Maybe Barrin? ;D

Torte, you should TOTALLY try mapmaking.
ModeratorI am still alive, somehow
TL+ Member
Zolstice
Profile Joined October 2011
Australia24 Posts
October 11 2011 09:43 GMT
#280
Hey guys, im really eager to join this competition but I cant seem to get the sc2mapanalyzer working even with the solutions provided. when i run the exe it says:

"This application has failed to start because libstdc++-6.dll was not found. Re-installing the application may fix the problem."

Any help is appreciated. thanks!
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