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MotM April - Submissions - Page 4

Forum Index > SC2 Maps & Custom Games
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HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
April 19 2012 04:09 GMT
#61
Lucky Charms

by HypertonicHydroponic

Map Overview: + Show Spoiler [90 degree] +
[image loading]
+ Show Spoiler [Gameplay angle] +
[image loading]
+ Show Spoiler [15 degree] +
[image loading]


Playable Map Bounds: 150x150 (176x184 full)

Additional Notes: There will be a map thread soon, but it will most likely go up after I get the aesthetics improved. There is no texturing to speak of yet but it will come. The destructible rocks are actually more than one set. Each "one" is really ten. They are stacked like in BW so that either a really big army or splash units are needed to break them down. They are not all in one spot, but there are four that are staggered by one tile N/S/E/W on top of a central one, and then another set of five like that directly on top of those at each position. So even though it looks like 8, there are really 80. A bit of trivia:
-- Splash units that *can* hit ALL of the rocks at once: Banelings, Archons, Colossus, Hellions, Planetary Fortress, Nukes
-- Splash units that *can" hit multiple rocks at once: Mutalisks
-- Splash units that need to target fire each rock individually: Tanks, Ultralisks
Don't ask me why, it's just the facts.
Also, the main (on the high high ground) and natural (base all the way in the corner) are each 8m2g (1500/2500). The thirds/fourths are 6m1hyg (1500/3750). All of the golds are 4m1hyg (1500/3750). I hope that is acceptable for an 8m contest.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-04-19 04:23:32
April 19 2012 04:19 GMT
#62
Tanks have a separate damage effect with no splash to use against large targets, so that when they attack a building or something where it will hit a random point of the building, random nearby units won't get damaged. I think the Ultra is the same to fix the bug where you could attack a planetary and kill the repairing SCVs.

It's cool that you're trying out stacked rocks. That's a good idea.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 19 2012 07:38 GMT
#63
On April 19 2012 13:09 HypertonicHydroponic wrote:
Lucky Charms

by HypertonicHydroponic

Map Overview: + Show Spoiler [90 degree] +
[image loading]
+ Show Spoiler [Gameplay angle] +
[image loading]
+ Show Spoiler [15 degree] +
[image loading]


Playable Map Bounds: 150x150 (176x184 full)

Additional Notes: There will be a map thread soon, but it will most likely go up after I get the aesthetics improved. There is no texturing to speak of yet but it will come. The destructible rocks are actually more than one set. Each "one" is really ten. They are stacked like in BW so that either a really big army or splash units are needed to break them down. They are not all in one spot, but there are four that are staggered by one tile N/S/E/W on top of a central one, and then another set of five like that directly on top of those at each position. So even though it looks like 8, there are really 80. A bit of trivia:
-- Splash units that *can* hit ALL of the rocks at once: Banelings, Archons, Colossus, Hellions, Planetary Fortress, Nukes
-- Splash units that *can" hit multiple rocks at once: Mutalisks
-- Splash units that need to target fire each rock individually: Tanks, Ultralisks
Don't ask me why, it's just the facts.
Also, the main (on the high high ground) and natural (base all the way in the corner) are each 8m2g (1500/2500). The thirds/fourths are 6m1hyg (1500/3750). All of the golds are 4m1hyg (1500/3750). I hope that is acceptable for an 8m contest.


This map is insanely green >.<
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
April 19 2012 08:30 GMT
#64
On April 19 2012 16:38 IronManSC wrote:
Show nested quote +
On April 19 2012 13:09 HypertonicHydroponic wrote:
Lucky Charms

by HypertonicHydroponic

Map Overview: + Show Spoiler [90 degree] +
[image loading]
+ Show Spoiler [Gameplay angle] +
[image loading]
+ Show Spoiler [15 degree] +
[image loading]


Playable Map Bounds: 150x150 (176x184 full)

Additional Notes: There will be a map thread soon, but it will most likely go up after I get the aesthetics improved. There is no texturing to speak of yet but it will come. The destructible rocks are actually more than one set. Each "one" is really ten. They are stacked like in BW so that either a really big army or splash units are needed to break them down. They are not all in one spot, but there are four that are staggered by one tile N/S/E/W on top of a central one, and then another set of five like that directly on top of those at each position. So even though it looks like 8, there are really 80. A bit of trivia:
-- Splash units that *can* hit ALL of the rocks at once: Banelings, Archons, Colossus, Hellions, Planetary Fortress, Nukes
-- Splash units that *can" hit multiple rocks at once: Mutalisks
-- Splash units that need to target fire each rock individually: Tanks, Ultralisks
Don't ask me why, it's just the facts.
Also, the main (on the high high ground) and natural (base all the way in the corner) are each 8m2g (1500/2500). The thirds/fourths are 6m1hyg (1500/3750). All of the golds are 4m1hyg (1500/3750). I hope that is acceptable for an 8m contest.


This map is insanely green >.<

If this is your way of asking to texture it for me before the competition -- yes, yes you can. =D
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Grebliv
Profile Joined May 2006
Iceland800 Posts
April 19 2012 10:17 GMT
#65
Map Name: ESV Helios
Map Author: Grebliv
Map Overview: + Show Spoiler +
[image loading]

Playable Map Bounds: 140x140

      ----

Map thread.
ESV Mapmaking!
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 19 2012 14:11 GMT
#66
Map Name: oZz Genesis

Map Author: eTcetRa (feniXsix on battle.net)

Map Overview
[image loading]

Playable Map Bounds: 152x124


Map thread should hopefully be up to date within an hour, so if you would like to leave a comment please post it on:
Map thread
Retired Mapmaker™
wrl
Profile Joined April 2011
United States209 Posts
April 19 2012 15:56 GMT
#67
Map Name: Peaks of Alamar
Map Author: wrl
Map Overview:
+ Show Spoiler +
[image loading]

Playable Bounds: 108x166
It's funny; I dream a lot, but I'm not a very good sleeper.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-04-20 14:57:43
April 20 2012 08:58 GMT
#68
Map Name: Ruiner
Map Author: Samro
Playable Bounds: 108x156
Map Overview:
[image loading]
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-04-20 10:10:29
April 20 2012 10:10 GMT
#69
Map Name: Urban Skyline
Map Author: erazer
Playable Bounds: 132x134
Map Overview: + Show Spoiler +
[image loading]

Map thread HERE
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 20 2012 15:52 GMT
#70
Lush Jungle
Created by Scorp
+ Show Spoiler [Overview] +
[image loading]

Bounds: 158x117
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Wiss
Profile Joined November 2010
United Kingdom23 Posts
April 20 2012 16:19 GMT
#71
Map Name: Scorched Highland
Map Author: Wiss
Map Overview: + Show Spoiler +
[image loading]

Playable Map Bounds: 134 x 142
Map Thread: Here
Ketch
Profile Joined October 2010
Netherlands7285 Posts
April 20 2012 18:23 GMT
#72
Wow... good job mapmakers! So many nice maps (at first glance )
Phried
Profile Joined June 2011
Canada147 Posts
April 20 2012 19:46 GMT
#73
Umbra Divide
By: Phried
[image loading]
132 x 140
Thread
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 20 2012 20:29 GMT
#74
Map name: Scenic View
Author: TheTemplar (me)
Bounds: 146x151
Overview:
&#91;image loading&#93;


Had to rush something out
Moderatorshe/her
TL+ Member
lovablemikey
Profile Joined October 2010
264 Posts
April 20 2012 23:07 GMT
#75
Autumn Leaves
lovablemikey
148x142

+ Show Spoiler [Overview] +
[image loading]


I know every base has gold minerals, but they only look gold. They're regular mineral fields when you mine them. I modified them because the gold ones fit the color scheme of my map better.

The map is still a work in progress, but it's close to being finished and I don't want to miss the deadline.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 20 2012 23:41 GMT
#76
On April 21 2012 08:07 lovablemikey wrote:
Autumn Leaves
lovablemikey
148x142

+ Show Spoiler [Overview] +
[image loading]


I know every base has gold minerals, but they only look gold. They're regular mineral fields when you mine them. I modified them because the gold ones fit the color scheme of my map better.

The map is still a work in progress, but it's close to being finished and I don't want to miss the deadline.


lol mikey you always have a trick up your sleeve. maybe the minerals should be another matching color (green? teal? orange? silver?) that doesn't already represent something to players.
Comprehensive strategic intention: DNE
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2012-04-21 00:31:14
April 21 2012 00:06 GMT
#77
Lunar Colony
SmashHammer
Bounds: 118x162
Overview: + Show Spoiler +
[image loading]

Map Thread
TPW Mapping - theplanetaryworkshop.com
lovablemikey
Profile Joined October 2010
264 Posts
April 21 2012 00:06 GMT
#78
On April 21 2012 08:41 EatThePath wrote:
lol mikey you always have a trick up your sleeve. maybe the minerals should be another matching color (green? teal? orange? silver?) that doesn't already represent something to players.

I tried to but I couldn't figure it out! I'm still trying to, but for now they'll have to be gold. I wanted them to be orange.
Meerel
Profile Joined March 2012
Germany713 Posts
April 21 2012 01:01 GMT
#79
On April 21 2012 08:07 lovablemikey wrote:
Autumn Leaves
lovablemikey
148x142

+ Show Spoiler [Overview] +
[image loading]


I know every base has gold minerals, but they only look gold. They're regular mineral fields when you mine them. I modified them because the gold ones fit the color scheme of my map better.

The map is still a work in progress, but it's close to being finished and I don't want to miss the deadline.


i think u forgot a ramp in the middle. better recheck that
SDMF
lovablemikey
Profile Joined October 2010
264 Posts
April 21 2012 01:41 GMT
#80
On April 21 2012 10:01 Terranlover wrote:
i think u forgot a ramp in the middle. better recheck that

Ha! I noticed that too. I've since resubmitted the map. Thanks for the heads-up!
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