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MotM April - Submissions - Page 2

Forum Index > SC2 Maps & Custom Games
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iceman8711
Profile Joined March 2012
United States14 Posts
April 09 2012 22:10 GMT
#21
Out of morbid curiosity, how many maps total are usually submitted to these shindigs?
Edmund Duke Stadium - http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 09 2012 22:18 GMT
#22
On April 10 2012 07:10 iceman8711 wrote:
Out of morbid curiosity, how many maps total are usually submitted to these shindigs?


Usually anywhere between 35 and 60. I'd imagine it'll be lower this month because there wasn't much notice- I'd estimate between 25 and 40.
https://liquipedia.net/starcraft2/Monitor
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-04-10 04:26:27
April 10 2012 04:13 GMT
#23
Map Name - White Night
By - NewSunshine(formerly MisfortuneS Ghost)
[image loading]

Playable 136*


And you all thought I'd vanished... :p
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 10 2012 04:26 GMT
#24
On April 10 2012 13:13 NewSunshine wrote:
Map Name - White Night (thanks to the faulty overview the name makes no sense to you I bet)
By - NewSunshine(formerly MisfortuneS Ghost)
+ Show Spoiler +
[image loading]


Playable 136*


And you all thought I'd vanished... but you see, I wasn't really a ghost :p


Make a map thread so I can leave comments! Very cool. ;D
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 10 2012 04:32 GMT
#25
On April 10 2012 13:26 EatThePath wrote:
Make a map thread so I can leave comments! Very cool. ;D

Ha, later, I must sleep first.

"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
April 10 2012 13:03 GMT
#26
On April 09 2012 21:35 MorroW wrote:
Show nested quote +
On April 09 2012 21:17 Baumvieh wrote:
On April 09 2012 20:43 MorroW wrote:
i have submitted my map to the mail adress
That's not enough. The OP says you must also post overview information about your map in this thread (and that information must follow the format given in the opening post).

I will submit something next weekend, probably (with 99% certainty) it will be a further polished version of Emerald Steel.

tnx )

Teamliquid thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=270853
Map Name: Firestorm
Map Author: MorroW (mouzCCMorroW)
Map Overview: http://img835.imageshack.us/img835/5658/firestormsmall.png
Playable Map Bounds: 152x152


The first thing that came into mind was "Blistering Sands!!!" because of the rocks to the main and the tileset.

I would actually like to see a few games on this map and see how the "mineral wall" and all these things work out. Just imagining a OC on the inner side and a PF on the outer side of it. Any replays MorroW?
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Megashira
Profile Blog Joined June 2010
Sweden98 Posts
April 10 2012 15:51 GMT
#27
On April 09 2012 21:35 MorroW wrote:
tnx )

Teamliquid thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=270853
Map Name: Firestorm
Map Author: MorroW (mouzCCMorroW)
Map Overview: http://img835.imageshack.us/img835/5658/firestormsmall.png
Playable Map Bounds: 152x152


Looks like a blend between the broodwar maps El niño/Great barrier reef and Tornado, i like it!
Playing with Fire - www.sc2pwf.se - www.twitter.com/teampwf
iceman8711
Profile Joined March 2012
United States14 Posts
April 10 2012 17:14 GMT
#28
My first submission!

TL Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778

Name: Edmund Duke Stadium
Author: Iceman8711
Map Overview:
[image loading]
[image loading]
Playable Map Bounds: 150x144

Note: This map is cross position spawns only. The map is balanced for cross positions, so no close spawns to worry about.
Edmund Duke Stadium - http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778
MarcusRife
Profile Joined March 2011
343 Posts
April 11 2012 07:47 GMT
#29
TL Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=326850#1

Map Name: Devils Bluff
Map Author: Rife
Playable Bounds: 130 x 130

[image loading]
lefix
Profile Joined February 2011
Germany1082 Posts
April 12 2012 20:13 GMT
#30
This month, we are hoping to bring in some korean competition
Jacky has been so kind to translate and post a thread on playxp forums for us!

http://www.playxp.com/sc2/global/view.php?article_id=3911512
Map of the Month | The Planetary Workshop | SC2Melee.net
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-04-12 20:29:10
April 12 2012 20:29 GMT
#31
Uh oh. Its on now.
It's funny; I dream a lot, but I'm not a very good sleeper.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2012-04-12 20:51:09
April 12 2012 20:47 GMT
#32
Ilio Volta
by SeinGalton

Overview:
[image loading]

Playable Bounds: 148 x 156

Ilio Volta TL Thread
They're coming to get you, Barbara.
fenX
Profile Joined February 2011
France127 Posts
April 13 2012 22:10 GMT
#33
Ice Cauldron
by Fen
[image loading]
TL thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=324554
Playable size : 140 x 154

Winter is coming ...
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
April 13 2012 22:33 GMT
#34
Guys, remember, Visual Asymmetry is superior in every way.
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 14 2012 00:42 GMT
#35
On April 14 2012 07:33 FoxyMayhem wrote:
Guys, remember, Visual Asymmetry is superior in every way.


The thing is, imo, it doesn't really matter because it isn't very noticable in-game. The overview shows the difference, but it isn't really a legitimate thing to base a map off of. Tons of work for not a gigantic payoff imo. It is nice to see though^^
https://liquipedia.net/starcraft2/Monitor
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
April 14 2012 01:48 GMT
#36
The place I noticed it made a difference was while watching a match on Metropolis, a map you don't really notice the asymmetry in the overview. By having light texture in one base and dark in another, I knew instantly where the observer had clicked to. It made spectating way easier.

Being more specific on all the reasons why it's good, here's a quote from the SC2 Spectator Sport to the Next Level thread:
+ Show Spoiler +
There's a ton of work being done from the mapping community to make viewing better, and I'm not informed enough to go into all that. But there are two major things that I know we can do that most aren't yet.

1) Use visual asymmetry.
Despite the maps flaws, Dual Sight really gave you a sense of location: you knew instantly on the map where you were looking. I know we've mostly taken a play out of Blizzard's map making playbook and made our bases look very similar, but I think it's time to develop beyond that. Metropolis has distinct patterns and light vs dark textures in its main bases to make it easier for the viewer to recognize where we're looking when the camera changes. And no one can think of a reason this shouldn't be standard.

In Dual Sight it was obvious, in Metropolis it was subtle, but map makers, make areas of your map distinct so we can tell in an instant where we're looking.

Visual asymtry is the next level of map making for SC2 as a spectator sport.

2) Have a story shown in your map.
You'll also notice that Dual Sight has given a story to many a cast. It's theme is a story piece for casters, and this enhances the broadcast. How often can you do good-vs-evil themes? Not often before it gets old, but there are plenty of other ways you can help tournaments tell a story.

a) In a city theme, have one side bombed out and run down, maybe even some fire in the main base there, while the other is pristine with shrubbery. Casters will love to play with that.

b) In a jungle theme, have sparse brown grass on one side, even some cracked brown dirt, with a transition to lush jungle near the water.

c) In another jungle theme, have one side an overrun research facility in the process of being reclaimed by the jungle, with the other side the "deeps" of the jungle.

d) In a desert theme, have the terrain defined on one side with abandoned mining operations equipment, and the other dried out bones and pits of tar (still symetrical, but visually different).

e) In space, have one side of the place a planetarium, while the other looks like the platform was in mid construction and lacking greenery.

f) In a cave, have one side the caved in "exit" of the cave with beams of light, and the far size a transion to lava soaked ancient artifacts.

Any way you can make a contrast is going to bring the viewing experience for your map to the next level.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-04-14 04:06:29
April 14 2012 04:04 GMT
#37
Granger Zone
by Namrufus
Playable Map Bounds = 112x136
http://www.teamliquid.net/forum/viewmessage.php?topic_id=321384
Overview
[image loading]

long live MOTM!!!!

glhf all!
This is it... the alpaca lips.
Baumvieh
Profile Joined February 2012
Germany67 Posts
April 17 2012 19:40 GMT
#38
Map Name: Emerald Steel (v0.3)
Map Author: Dennis Busch (Baumvieh)
Map Overview:+ Show Spoiler +
[image loading]

Playable Map Bounds: 176x144

Additional Info: map thread (v0.2)
The version I submitted only contains minor aesthetic tweaks over the last version in the thread.

glhf everyone!
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
April 17 2012 19:44 GMT
#39
Looking at these maps, I wonder which one took the most to flesh out aesthetically.
FOR GREAT JUSTICE! Bans for the ban gods!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 17 2012 19:54 GMT
#40
Submitting my newest map shortly. Finishing up on things.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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