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If you want to open paths it'll open on both sides of the map. So be careful where and what you shoot at! XD
Forum Index > SC2 Maps & Custom Games |
EatThePath
United States3943 Posts
![]() If you want to open paths it'll open on both sides of the map. So be careful where and what you shoot at! XD | ||
EatThePath
United States3943 Posts
So many sick maps we are just too good at this. Nice job everyone. ![]() ![]() | ||
Fatam
1986 Posts
oh and the name of mine was Rocks on a Ship. Although I think Ragoo wins with (R)ockblocked | ||
EatThePath
United States3943 Posts
On October 28 2012 07:41 Fatam wrote: I feel like my map didn't have enough rocks. This is the first time I have ever said or thought this lol. I usually put more rocks than anyone here on my normal maps - and I think I have the least of all the maps lol oh and the name of mine was Rocks on a Ship. Although I think Ragoo wins with (R)ockblocked lol, didn't you make browder's basin though? edit: well that didn't seem to count against you | ||
Fatam
1986 Posts
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CollegiateStarleague
United States577 Posts
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EatThePath
United States3943 Posts
+ Show Spoiler + ![]() | ||
NewSunshine
United States5938 Posts
On October 28 2012 11:35 CollegiateStarleague wrote: Thank you, TL map making community! We had no idea that we would get this response from so many talents in the community when we first thought of the jam... thanks to you this event...ROCKED. Icwutudidthar. Can we make this a recurring thing, then? It was a good challenge to make a fast map, one I think we can all use. That, and I want Heart of the Swarm access, already. :p | ||
Insomni7
667 Posts
![]() I don't really know what to do with this anymore since it isn't really a legit map so I thought I would just stick it in this thread, hope nobody minds ![]() Edit: Link to full size image | ||
ScorpSCII
Denmark499 Posts
On October 28 2012 11:35 CollegiateStarleague wrote: Thank you, TL map making community! We had no idea that we would get this response from so many talents in the community when we first thought of the jam... thanks to you this event...ROCKED. You should totally make more events like this in the future | ||
OxyGenesis
United Kingdom281 Posts
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ScorpSCII
Denmark499 Posts
Winners: ![]() EatThePath, Fatam & Lefix | ||
OxyGenesis
United Kingdom281 Posts
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Fatam
1986 Posts
I think you guys must be super fast at texturing (or I'm slow), or maybe you had some maps of yours already made that you modified. Cuz the aesthetics in some of the stuff on Page 1 looked like finished product maps that you would release after working on them for quite a while. Needs a nerf. If anyone didn't get to see the matches, all 3 games on the custom maps were pretty good. We had a marine/partial SCV pull into Banshee harass TvT that was really smartly done (he traded his marines for the other guys marines w/ the initial attack, so that when the banshee got there there was no anti-air) on EatThePath's map, a crazy nydus worm all-in vs. T that worked on Lefix's map, and a back and forth PvZ with void rays, carriers, and overlord drops on mine. | ||
Samro225am
Germany982 Posts
On October 29 2012 12:31 Fatam wrote: I think you guys must be super fast at texturing (or I'm slow), or maybe you had some maps of yours already made that you modified. Cuz the aesthetics in some of the stuff on Page 1 looked like finished product maps that you would release after working on them for quite a while. Needs a nerf. i guess you are not exceptionally fast in texturing ![]() in case you thought my map has finished looks: seriously, grass and dirt can be done really quick once you have a brush setup that you like. tech is a totally different thing so i would never do tech if i have 30minutes for grass, dirt, lave... try to get yourself buffed! also tree doodads are placed with super quick random clicking changing the set of trees every few seconds. then i copy pasted large portions of trees pressing shift so hat they get placed no matter where they are. i think in some spots you can see that i did the map in under three hours, e.g. the vertical straight line at the main cliff that looks to the nat. so for visuals i took less than an hours. 1,5 for layout, minerals, rocks and 30minutes to fix pathing roughly and also deleting bigger portions of ground detail layer with some rough brush strokes through the CC placement and along main paths. on a different note I thought my map layout was actually more refined that its visuals, but that really gets us in another direction ![]() EDIT: i would be open for a speed mapping challenge, btw! i have some ideas how to do it. | ||
EatThePath
United States3943 Posts
On October 30 2012 00:58 Samro225am wrote: Show nested quote + On October 29 2012 12:31 Fatam wrote: I think you guys must be super fast at texturing (or I'm slow), or maybe you had some maps of yours already made that you modified. Cuz the aesthetics in some of the stuff on Page 1 looked like finished product maps that you would release after working on them for quite a while. Needs a nerf. i guess you are not exceptionally fast in texturing ![]() in case you thought my map has finished looks: seriously, grass and dirt can be done really quick once you have a brush setup that you like. tech is a totally different thing so i would never do tech if i have 30minutes for grass, dirt, lave... try to get yourself buffed! also tree doodads are placed with super quick random clicking changing the set of trees every few seconds. then i copy pasted large portions of trees pressing shift so hat they get placed no matter where they are. i think in some spots you can see that i did the map in under three hours, e.g. the vertical straight line at the main cliff that looks to the nat. so for visuals i took less than an hours. 1,5 for layout, minerals, rocks and 30minutes to fix pathing roughly and also deleting bigger portions of ground detail layer with some rough brush strokes through the CC placement and along main paths. on a different note I thought my map layout was actually more refined that its visuals, but that really gets us in another direction ![]() EDIT: i would be open for a speed mapping challenge, btw! i have some ideas how to do it. See, I wish I could do that. I am way too meticulous against my own will. I have to concentrate really hard NOT to go back and fix textures and doodads that aren't "perfect". | ||
Samro225am
Germany982 Posts
On October 30 2012 01:31 EatThePath wrote: Show nested quote + On October 30 2012 00:58 Samro225am wrote: On October 29 2012 12:31 Fatam wrote: I think you guys must be super fast at texturing (or I'm slow), or maybe you had some maps of yours already made that you modified. Cuz the aesthetics in some of the stuff on Page 1 looked like finished product maps that you would release after working on them for quite a while. Needs a nerf. i guess you are not exceptionally fast in texturing ![]() in case you thought my map has finished looks: seriously, grass and dirt can be done really quick once you have a brush setup that you like. tech is a totally different thing so i would never do tech if i have 30minutes for grass, dirt, lave... try to get yourself buffed! also tree doodads are placed with super quick random clicking changing the set of trees every few seconds. then i copy pasted large portions of trees pressing shift so hat they get placed no matter where they are. i think in some spots you can see that i did the map in under three hours, e.g. the vertical straight line at the main cliff that looks to the nat. so for visuals i took less than an hours. 1,5 for layout, minerals, rocks and 30minutes to fix pathing roughly and also deleting bigger portions of ground detail layer with some rough brush strokes through the CC placement and along main paths. on a different note I thought my map layout was actually more refined that its visuals, but that really gets us in another direction ![]() EDIT: i would be open for a speed mapping challenge, btw! i have some ideas how to do it. See, I wish I could do that. I am way too meticulous against my own will. I have to concentrate really hard NOT to go back and fix textures and doodads that aren't "perfect". so why does your map have these looks then? ![]() only with regard to this mapping contest here. normally i work in a different mode. but if speed is needed you have to rely on rather simple visuals that work with very simple or dirty techniques (in my experience). look at your contribution with that great rock idea: you would not have needed any textures at all to make your point! i took a different approach with a rather standard melee map that tries to use rocks mainly as a condition that defines the way harass works. so cause that was not such a great concept as your idea, i wanted to give it a regular look, too. | ||
EatThePath
United States3943 Posts
On October 30 2012 01:41 Samro225am wrote: Show nested quote + On October 30 2012 01:31 EatThePath wrote: On October 30 2012 00:58 Samro225am wrote: On October 29 2012 12:31 Fatam wrote: I think you guys must be super fast at texturing (or I'm slow), or maybe you had some maps of yours already made that you modified. Cuz the aesthetics in some of the stuff on Page 1 looked like finished product maps that you would release after working on them for quite a while. Needs a nerf. i guess you are not exceptionally fast in texturing ![]() in case you thought my map has finished looks: seriously, grass and dirt can be done really quick once you have a brush setup that you like. tech is a totally different thing so i would never do tech if i have 30minutes for grass, dirt, lave... try to get yourself buffed! also tree doodads are placed with super quick random clicking changing the set of trees every few seconds. then i copy pasted large portions of trees pressing shift so hat they get placed no matter where they are. i think in some spots you can see that i did the map in under three hours, e.g. the vertical straight line at the main cliff that looks to the nat. so for visuals i took less than an hours. 1,5 for layout, minerals, rocks and 30minutes to fix pathing roughly and also deleting bigger portions of ground detail layer with some rough brush strokes through the CC placement and along main paths. on a different note I thought my map layout was actually more refined that its visuals, but that really gets us in another direction ![]() EDIT: i would be open for a speed mapping challenge, btw! i have some ideas how to do it. See, I wish I could do that. I am way too meticulous against my own will. I have to concentrate really hard NOT to go back and fix textures and doodads that aren't "perfect". so why does your map have these looks then? ![]() only with regard to this mapping contest here. normally i work in a different mode. but if speed is needed you have to rely on rather simple visuals that work with very simple or dirty techniques (in my experience). look at your contribution with that great rock idea: you would not have needed any textures at all to make your point! i took a different approach with a rather standard melee map that tries to use rocks mainly as a condition that defines the way harass works. so cause that was not such a great concept as your idea, i wanted to give it a regular look, too. Yeah agreed. I get very irrational high anxiety when things aren't pretty. But you have to set it aside when you don't have time! So nerve-wracking. ![]() Depending on the textures and the visual style, sometimes lack of detail is better. But for other textures and styles, you could spend 10 minutes on every square inch of map. And then there's doodads and lighting... I am intrigued by your fast map challenge idea. | ||
Samro225am
Germany982 Posts
On October 30 2012 01:53 EatThePath wrote: + Show Spoiler + On October 30 2012 01:41 Samro225am wrote: Show nested quote + On October 30 2012 01:31 EatThePath wrote: On October 30 2012 00:58 Samro225am wrote: On October 29 2012 12:31 Fatam wrote: I think you guys must be super fast at texturing (or I'm slow), or maybe you had some maps of yours already made that you modified. Cuz the aesthetics in some of the stuff on Page 1 looked like finished product maps that you would release after working on them for quite a while. Needs a nerf. i guess you are not exceptionally fast in texturing ![]() in case you thought my map has finished looks: seriously, grass and dirt can be done really quick once you have a brush setup that you like. tech is a totally different thing so i would never do tech if i have 30minutes for grass, dirt, lave... try to get yourself buffed! also tree doodads are placed with super quick random clicking changing the set of trees every few seconds. then i copy pasted large portions of trees pressing shift so hat they get placed no matter where they are. i think in some spots you can see that i did the map in under three hours, e.g. the vertical straight line at the main cliff that looks to the nat. so for visuals i took less than an hours. 1,5 for layout, minerals, rocks and 30minutes to fix pathing roughly and also deleting bigger portions of ground detail layer with some rough brush strokes through the CC placement and along main paths. on a different note I thought my map layout was actually more refined that its visuals, but that really gets us in another direction ![]() EDIT: i would be open for a speed mapping challenge, btw! i have some ideas how to do it. See, I wish I could do that. I am way too meticulous against my own will. I have to concentrate really hard NOT to go back and fix textures and doodads that aren't "perfect". so why does your map have these looks then? ![]() only with regard to this mapping contest here. normally i work in a different mode. but if speed is needed you have to rely on rather simple visuals that work with very simple or dirty techniques (in my experience). look at your contribution with that great rock idea: you would not have needed any textures at all to make your point! i took a different approach with a rather standard melee map that tries to use rocks mainly as a condition that defines the way harass works. so cause that was not such a great concept as your idea, i wanted to give it a regular look, too. Yeah agreed. I get very irrational high anxiety when things aren't pretty. But you have to set it aside when you don't have time! So nerve-wracking. ![]() Depending on the textures and the visual style, sometimes lack of detail is better. But for other textures and styles, you could spend 10 minutes on every square inch of map. And then there's doodads and lighting... I am intrigued by your fast map challenge idea. let's do this. we once had that map challenge thread. i might reactivate it later and describe my challenge idea ![]() | ||
Randomaccount#77123
United States5003 Posts
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