MotM April - Submissions - Page 2
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iceman8711
United States14 Posts
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monitor
United States2404 Posts
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. | ||
NewSunshine
United States5938 Posts
By - NewSunshine(formerly MisfortuneS Ghost) ![]() Playable 136* And you all thought I'd vanished... :p | ||
EatThePath
United States3943 Posts
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 + 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 | ||
NewSunshine
United States5938 Posts
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. ![]() | ||
JOJOsc2news
3000 Posts
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 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? | ||
Megashira
Sweden98 Posts
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! | ||
iceman8711
United States14 Posts
TL Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778 Name: Edmund Duke Stadium Author: Iceman8711 Map Overview: ![]() ![]() 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. | ||
MarcusRife
343 Posts
Map Name: Devils Bluff Map Author: Rife Playable Bounds: 130 x 130 ![]() | ||
lefix
Germany1082 Posts
![]() 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 | ||
wrl
United States209 Posts
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SeinGalton
South Africa387 Posts
by SeinGalton Overview: ![]() Playable Bounds: 148 x 156 Ilio Volta TL Thread | ||
fenX
France127 Posts
by Fen ![]() TL thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=324554 Playable size : 140 x 154 Winter is coming ... | ||
FoxyMayhem
624 Posts
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monitor
United States2404 Posts
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^^ | ||
FoxyMayhem
624 Posts
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
United States396 Posts
by Namrufus Playable Map Bounds = 112x136 http://www.teamliquid.net/forum/viewmessage.php?topic_id=321384 Overview ![]() long live MOTM!!!! glhf all! | ||
Baumvieh
Germany67 Posts
Map Author: Dennis Busch (Baumvieh) Map Overview:+ Show Spoiler + 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! | ||
Praetorial
United States4241 Posts
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IronManSC
United States2119 Posts
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