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TL Map Making Contest - Page 3

Forum Index > SC2 Maps & Custom Games
532 CommentsPost a Reply
Prev 1 2 3 4 5 25 26 27 Next All
StimiLant
Profile Blog Joined July 2006
United States534 Posts
September 28 2011 07:08 GMT
#41
great news from blizz,TL, etc. much love
Merany
Profile Blog Joined February 2011
France890 Posts
September 28 2011 07:10 GMT
#42
This is sick. Blizzard listening to the community? Pairing up with TL to do it? Seems like a huge step in the right direction to me! To those who will enter the contest: give your best guys and good luck!
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
September 28 2011 07:12 GMT
#43
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.
funcmode
Profile Joined June 2010
Australia720 Posts
September 28 2011 07:15 GMT
#44
On September 28 2011 16:12 Sea_Food wrote:
Show nested quote +
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker?

Some clarification would be nice.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-09-28 07:19:17
September 28 2011 07:16 GMT
#45
On September 28 2011 16:12 Sea_Food wrote:
Show nested quote +
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

You can't do whatever you want to do with the other doodads - you want to use them as presented in the editor. The reasoning is to keep it consistent with the aesthetics presented in the editor (i.e. as the game was design by blizz).
On September 28 2011 16:15 funcmode wrote:
Show nested quote +
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker?

Some clarification would be nice.
Use the LOS blockers from the predominant texture; things like dual sight would be considered 'distracting' use of custom textures. But even in that case, there are two clear predominant textures and in each half you use the default LOS blocker. The intention is that modifications to textures are used like on abyssal caverns/nerazim.
Administrator~ Spirit will set you free ~
funcmode
Profile Joined June 2010
Australia720 Posts
September 28 2011 07:21 GMT
#46
On September 28 2011 16:16 Plexa wrote:
Show nested quote +
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

You can't do whatever you want to do with the other doodads - you want to use them as presented in the editor. The reasoning is to keep it consistent with the aesthetics presented in the editor (i.e. as the game was design by blizz).
Show nested quote +
On September 28 2011 16:15 funcmode wrote:
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker?

Some clarification would be nice.
Use the LOS blockers from the predominant texture; things like dual sight would be considered 'distracting' use of custom textures. The intention is that modifications to textures are used like on abyssal caverns/nerazim.

Yet you highlight Testbug (one of the most obnoxiously designed maps to date) as setting the standard for future maps from the community? Bit weird, but ok.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Destructicon
Profile Blog Joined September 2011
4713 Posts
September 28 2011 07:22 GMT
#47
This is great news for the map making community, and for everyone in general, because we will be able to pool together the power of the community and harness it for the greater enjoyment of all.

I have two maps already made, working on a 3rd and I'll be eager to post them.
What I want to ask though is, how do we measure the distance from main to main and from main to natural?
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-09-28 07:23:18
September 28 2011 07:22 GMT
#48
On September 28 2011 16:21 funcmode wrote:
Show nested quote +
On September 28 2011 16:16 Plexa wrote:
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

You can't do whatever you want to do with the other doodads - you want to use them as presented in the editor. The reasoning is to keep it consistent with the aesthetics presented in the editor (i.e. as the game was design by blizz).
On September 28 2011 16:15 funcmode wrote:
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker?

Some clarification would be nice.
Use the LOS blockers from the predominant texture; things like dual sight would be considered 'distracting' use of custom textures. The intention is that modifications to textures are used like on abyssal caverns/nerazim.

Yet you highlight Testbug (one of the most obnoxiously designed maps to date) as setting the standard for future maps from the community? Bit weird, but ok.
Highlighted because it broke the 'foreign maps are bad, m'kay' stereotype. However, such a map is not suitable for this competition.
On September 28 2011 16:22 Destructicon wrote:
This is great news for the map making community, and for everyone in general, because we will be able to pool together the power of the community and harness it for the greater enjoyment of all.

I have two maps already made, working on a 3rd and I'll be eager to post them.
What I want to ask though is, how do we measure the distance from main to main and from main to natural?

Use the tools linked at the bottom of the post
Administrator~ Spirit will set you free ~
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 28 2011 07:25 GMT
#49
Guess I'll have to tweak some maps and finish my current creation! How exciting. ^_^
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
nt-rAven
Profile Joined February 2011
Canada405 Posts
Last Edited: 2011-09-28 07:32:12
September 28 2011 07:26 GMT
#50
to make a map takes a lot of skill, i know this is nice prizepool but sad for designers, no real market for them and such a large community~ should be atleast a little money but i know blizzard doesnt like to deal with dollars unless its blizzcon but under the table would be nice to the winner!!! though ill say this its a step in the right direction, just i know blizzard sc2 division understand that community made maps can really help them just hope they realize to what extent, i know in counterstrike, completly other game however they had the same maps for years and it got boring, not because there was not many maps introduced, just none of the new maps rivaled competitive play as the originals did, maps is in my opinion the hardest part of keeping an esport growing since the same play gets stale and it becomes predictable, keep it up blizzard and do even more in this regard plz, never is to much~
get owned
Kamais_Ookin
Profile Blog Joined May 2010
Canada4218 Posts
September 28 2011 07:27 GMT
#51
Almost all blizzard ladder maps are trash but hopefully that will change now with TL working on them, this is absolutely fantastic, please don't disappoint!
I <3 Plexa.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37103 Posts
September 28 2011 07:28 GMT
#52
TL so boss.
Their own website
Their own liquipedia
Their own StarLeague
Their own Power Ranking
Their own dedicated staff
Their own professional team

And now Their own map contest.

Can the epicness continue? Yes it can....
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Stipulation
Profile Blog Joined April 2009
United States587 Posts
September 28 2011 07:29 GMT
#53
I'm excited to see what awesome stuff the community turns up. Thanks for providing the incentive TL!
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-09-28 07:33:52
September 28 2011 07:33 GMT
#54
On September 28 2011 16:22 Plexa wrote:
Show nested quote +
On September 28 2011 16:21 funcmode wrote:
On September 28 2011 16:16 Plexa wrote:
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

You can't do whatever you want to do with the other doodads - you want to use them as presented in the editor. The reasoning is to keep it consistent with the aesthetics presented in the editor (i.e. as the game was design by blizz).
On September 28 2011 16:15 funcmode wrote:
On September 28 2011 16:12 Sea_Food wrote:
d. Use the correct LOS blockers for the tileset without altering anything about them


Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese...

I guess I have to remake my aesthetics AGAIN.

Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker?

Some clarification would be nice.
Use the LOS blockers from the predominant texture; things like dual sight would be considered 'distracting' use of custom textures. The intention is that modifications to textures are used like on abyssal caverns/nerazim.

Yet you highlight Testbug (one of the most obnoxiously designed maps to date) as setting the standard for future maps from the community? Bit weird, but ok.
Highlighted because it broke the 'foreign maps are bad, m'kay' stereotype. However, such a map is not suitable for this competition.

It did? I'd be tempted to argue the opposite (questionable aesthetics, bad map for protoss), but I suppose this isn't the time nor the place. That aside, GL to everyone who enters.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 28 2011 07:39 GMT
#55
you do realise that blizzard changes doodads from the way they are presented in the editor, right?
Retired Mapmaker™
Stamper
Profile Joined February 2011
Germany148 Posts
September 28 2011 07:40 GMT
#56
It's about time. Finally some good new ladder maps?
Bear4188
Profile Joined March 2010
United States1797 Posts
September 28 2011 07:40 GMT
#57
I think I may be more excited for this than just about anything else so far in SC2.

People really underestimate the value of nurturing a map making community to the point where it can constantly pump out fresh, interesting, tournament-quality maps.

Seeing this effort backed by Blizzard gives me confidence that SC2 is going to be around as a top-tier esport for a long time.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
RedHelix
Profile Joined August 2010
250 Posts
September 28 2011 07:47 GMT
#58
Would be extremely cool to see a good community map on the ladder, even if blizzard decides to put more rocks on it afterwards XD
NullCurrent
Profile Joined November 2010
Sweden245 Posts
September 28 2011 07:48 GMT
#59
Mixed LoS-blockers example from Monsoon Valley:

+ Show Spoiler +
[image loading]

is this ok?
The Planetary Workshop - TPW - Mapmaking Team
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 28 2011 07:50 GMT
#60
On September 28 2011 16:48 NullCurrent wrote:
Mixed LoS-blockers example from Monsoon Valley:

+ Show Spoiler +
&#91;image loading&#93;

is this ok?

Strictly speaking no, but your risk by entering something like that is that if it makes ladder at some point then that probably will be edited and you lose control of the end result.
Administrator~ Spirit will set you free ~
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