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Active: 756 users

CSL Map Jam, do it!

Forum Index > SC2 Maps & Custom Games
Post a Reply
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-29 22:38:27
October 27 2012 06:45 GMT
#1
<< Update post-event >>

Thanks to CSL for hosting a sweet event! I think I speak for all map makers when I say that this was a lot of fun and a great opportunity. More like this please!

(if anyone else wishes to leave comments lmk and i'll edit into OP)

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.





---------
Hi mappers, haven't seen a thread on this specifically yet, and I wanted to let everyone know in case they miss the blurb when you sign into bnet. The big LAN that CSL is having in New York tomorrow starts off with mapmaking from scratch! Apparently they'll pick 3 maps and use them in the team match that night.

Read more about it in the event thread. Make sure to do the RSVP if you are participating remotely.

Oh and you can win HotS beta it says.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
October 27 2012 07:20 GMT
#2
Cool. Right down my alley (interesting gameplay, where aesthetics don't matter LOL), I signed up.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
lefix
Profile Joined February 2011
Germany1082 Posts
October 27 2012 07:27 GMT
#3
I signed up, too. But I'm still not sure I understand how this works :D
Map of the Month | The Planetary Workshop | SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-27 07:42:54
October 27 2012 07:42 GMT
#4
Yeah, they didn't make it clear how you're supposed to submit your map / when the special rule of the map will be announced / etc. etc.

I'll probably have their stream on in the background and hopefully they'll mention it
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Aircooled
Profile Joined July 2012
United States79 Posts
October 27 2012 07:43 GMT
#5
Same here, I'll proabably sleep past it though as I'm staying up for the osl finals.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 27 2012 12:01 GMT
#6
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-27 16:15:21
October 27 2012 16:14 GMT
#7
Can someone fill me in on what's going on? What's the map jam criterion?

[edit] Oh. Rocks.
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 27 2012 18:48 GMT
#8
Oh crap, I woke up late for this one xp

LET'S DO IT!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-27 19:05:20
October 27 2012 19:04 GMT
#9
here's a pic of what I just submitted -

[image loading]

It's probably not the most interesting uses of rocks but I think the layout is kinda cool. I don't know that the ability to kill rocks in order to give a highground harass route of the third AND alternate attack route at the same time has been done before. But I could be wrong. I have no idea how balanced the 3/4 bases inbetween the nats are (which form a wall so you can't get to your opponent that way), but it seemed like an interesting idea at the time.

I didn't wanna stress too much over the aesthetics as there isn't too much on the line here and I really wanna take a nap (stayed up all night watching OSL and such. Probably a mistake, did anyone else have to experience how bad that stream was? Still, + Show Spoiler +
Aiur prevailed
so I can't complain.)

Hoping TL mappers sweep the competition Even if I lose. I think at least 4 or 5 of the regulars here are doing it.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 27 2012 19:16 GMT
#10
My Submission

[image loading]

I need a name
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
October 27 2012 19:16 GMT
#11
my submission, 18 rocks total
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-27 20:39:47
October 27 2012 19:51 GMT
#12
[image loading]

Title: Endangered Species
Features: 16 Rocks, specifically rocks that block path, choke path, hide rich vespene at one half base (12/6) and several rocks that cut away cliffs or access to cliffs in various ways for fun harass and an unreachable drop at the half bases (1/7)
Size: 162x140
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 27 2012 20:11 GMT
#13
[image loading]

(R)ockblocked
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Timmay
Profile Joined April 2005
United States112 Posts
Last Edited: 2012-10-27 20:31:55
October 27 2012 20:31 GMT
#14
Aristrockacy

[image loading]
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
October 27 2012 20:50 GMT
#15
Aftermath
Created by Scorp

[image loading]

I submitted hours ago; just didn't post before now.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Meltage
Profile Joined October 2010
Germany613 Posts
October 27 2012 21:16 GMT
#16
My submission:

Patch 1.5.4

[image loading]

2 rocks total.
http://mentalbalans.se/aggedesign
Samro225am
Profile Joined August 2010
Germany982 Posts
October 27 2012 21:18 GMT
#17
On October 28 2012 06:16 Meltage wrote:
My submission:

Patch 1.5.4

[image loading]

2 rocks total.


lol@patch



very efficent use of rocks!
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
October 27 2012 21:18 GMT
#18
On October 28 2012 06:16 Meltage wrote:
My submission:

Patch 1.5.4

[image loading]

2 rocks total.

I feel the XNT might give too much map control
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Samro225am
Profile Joined August 2010
Germany982 Posts
October 27 2012 21:23 GMT
#19
i guess that whole idea was chosen to help blizzard come up with some more rocks. actually the new rock mechanic from hots would be lovely in some spots in my concept
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 27 2012 21:30 GMT
#20
Hope it wasn't too late.

[image loading]
[NYU Fallcraft] White Ice

Special features include rocks, rocks, and more rocks. One particular set of rocks blocks both an expansion and the attack path into that expansion, while another blocks one of the side paths and changes how the Xel'Naga tower works.
"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
October 27 2012 21:48 GMT
#21
Here's mine! God it took forever to do the different sets of conjoined rocks.

[image loading]

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
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 27 2012 21:52 GMT
#22
I think meltage wins btw.

So many sick maps we are just too good at this. Nice job everyone.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-27 22:44:54
October 27 2012 22:41 GMT
#23
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
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-27 23:28:54
October 27 2012 23:13 GMT
#24
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
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
October 27 2012 23:46 GMT
#25
maybe i misworded that, i meant usually I have too many rocks and I have to tone it down for a final version, whereas here my map had less than everyone else's
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
CollegiateStarleague
Profile Blog Joined May 2011
United States577 Posts
October 28 2012 02:35 GMT
#26
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.

Collegiate Starleague - cstarleague.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 28 2012 02:44 GMT
#27
Thanks for a cool event! We love opportunities like this. Rock on.

+ Show Spoiler +
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 28 2012 03:03 GMT
#28
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
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Insomni7
Profile Joined June 2011
667 Posts
Last Edited: 2012-10-28 05:22:38
October 28 2012 05:21 GMT
#29
[NYU Fallcraft] The Cypress Steppes

[image loading]

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
Never Forget.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
October 28 2012 10:39 GMT
#30
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
Mapmaker | Author of Atlas, Rao Mesa & Paralda
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 28 2012 14:17 GMT
#31
Was there a winner?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
October 28 2012 14:53 GMT
#32
Winners:
[image loading]
EatThePath, Fatam & Lefix
Mapmaker | Author of Atlas, Rao Mesa & Paralda
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 28 2012 15:27 GMT
#33
Oh cool congrats guys!
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-29 03:34:07
October 29 2012 03:31 GMT
#34
I was hoping they would use one of the other maps (besides the 3 selected) since they had been alternating between standard and user-made map and then it got to games 8 and 9, but they just played standard maps for those games. A shame b/c at least 4 other of the submissions were awesome.

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.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-29 16:00:39
October 29 2012 15:58 GMT
#35
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
Profile Blog Joined September 2009
United States3943 Posts
October 29 2012 16:31 GMT
#36
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".
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-29 16:42:09
October 29 2012 16:41 GMT
#37
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
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-29 16:54:26
October 29 2012 16:53 GMT
#38
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.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
October 29 2012 17:13 GMT
#39
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
Profile Blog Joined May 2010
United States5003 Posts
October 29 2012 21:14 GMT
#40
--- Nuked ---
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-29 21:48:47
October 29 2012 21:48 GMT
#41
One thing I was thinking about w/ the linked destructible rocks (esp. the ones at your nat) is that your opponent can see when you are taking a natural. So you can kill the rocks to make him think you're expanding when really you're about to all-in. Ofc a good player would confirm it with a scout/scan/obs, but still. It could be cute.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-29 22:30:16
October 29 2012 22:08 GMT
#42
On October 30 2012 06:48 Fatam wrote:
One thing I was thinking about w/ the linked destructible rocks (esp. the ones at your nat) is that your opponent can see when you are taking a natural. So you can kill the rocks to make him think you're expanding when really you're about to all-in. Ofc a good player would confirm it with a scout/scan/obs, but still. It could be cute.

Oh wow that's a brilliant idea! I have to try that in my next game. ;D

@Barrin -- ^ ____ ^



-------

updated the OP a little



btw Oxy did you pick a name for your map yet? And have you had any games on it?
Comprehensive strategic intention: DNE
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 29 2012 23:07 GMT
#43
On October 30 2012 07:08 EatThePath wrote:
Show nested quote +
On October 30 2012 06:48 Fatam wrote:
One thing I was thinking about w/ the linked destructible rocks (esp. the ones at your nat) is that your opponent can see when you are taking a natural. So you can kill the rocks to make him think you're expanding when really you're about to all-in. Ofc a good player would confirm it with a scout/scan/obs, but still. It could be cute.

Oh wow that's a brilliant idea! I have to try that in my next game. ;D

@Barrin -- ^ ____ ^



-------

updated the OP a little



btw Oxy did you pick a name for your map yet? And have you had any games on it?


It's called Lithic Isle. (Rock island, I'm creative huh?)

I haven't played any games on it, I was in such a rush when I made it I haven't done the necessary flight checks. If there is any interest I could probably finish it off and upload it to EU.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-10-30 18:39:18
October 30 2012 18:24 GMT
#44
On October 30 2012 07:08 EatThePath wrote:
Show nested quote +
On October 30 2012 06:48 Fatam wrote:
One thing I was thinking about w/ the linked destructible rocks (esp. the ones at your nat) is that your opponent can see when you are taking a natural. So you can kill the rocks to make him think you're expanding when really you're about to all-in. Ofc a good player would confirm it with a scout/scan/obs, but still. It could be cute.

Oh wow that's a brilliant idea! I have to try that in my next game. ;D

I'm not sure it exactly implies that the base is *being* taken, but it certainly seem to imply that it is already taken since you can take it as a half base early with relative safety and benefit from the econ boost. So in one way the juke would be even more effective because it's like "omg, how long has he had the base", but on the other hand it doesn't necessarily indicate a particular opening for aggression, although, I guess it might depend on the timing of when they go down.

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.


@ CollegiateStarleague -- Unfortunately, I did not see this in time to submit despite EatThePath's best efforts to get it noticed by the mappers here. If you plan on doing more of these (which I would applaud wholeheartedly), my suggestion would be to toss us a bone in the SC2 Custom Maps subforum with an [R] tag (for Request).
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Fatam
Profile Joined June 2012
1986 Posts
November 01 2012 01:33 GMT
#45
Found this, looks like it has everything but games 1, 8 and 9, but that doesn't matter for our purposes since our maps are games 2, 4, and 6

Gemini (EatThePath) - TvT

Boulder Dash (Lefix) - TvZ http://www.youtube.com/watch?feature=player_detailpage&v=aTTC1TYrslI#t=2631s
Rocks on a Ship (Fatam) - PvZ http://www.youtube.com/watch?feature=player_detailpage&v=aTTC1TYrslI#t=4917s
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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