|
|
Cool. Right down my alley (interesting gameplay, where aesthetics don't matter LOL), I signed up.
|
I signed up, too. But I'm still not sure I understand how this works :D
|
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
|
Same here, I'll proabably sleep past it though as I'm staying up for the osl finals.
|
|
Can someone fill me in on what's going on? What's the map jam criterion?
[edit] Oh. Rocks.
|
Oh crap, I woke up late for this one xp
LET'S DO IT!
|
here's a pic of what I just submitted -
![[image loading]](http://i.imgur.com/ZgkbI.jpg)
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 + 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.
|
My Submission 
![[image loading]](http://i.imgur.com/oe9MI.jpg)
I need a name
|
my submission, 18 rocks total
|
![[image loading]](http://i.imgur.com/UrWZh.jpg)
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
|
![[image loading]](http://i.imgur.com/wuLTG.jpg)
(R)ockblocked
|
Aristrockacy
|
AftermathCreated by Scorp
![[image loading]](http://i.imgur.com/P6Fz5.jpg)
I submitted hours ago; just didn't post before now.
|
My submission:
Patch 1.5.4
![[image loading]](http://i.imgur.com/KRSxD.jpg)
2 rocks total.
|
On October 28 2012 06:16 Meltage wrote:My submission: Patch 1.5.4![[image loading]](http://i.imgur.com/KRSxD.jpg) 2 rocks total.
lol@patch
very efficent use of rocks!
|
On October 28 2012 06:16 Meltage wrote:My submission: Patch 1.5.4![[image loading]](http://i.imgur.com/KRSxD.jpg) 2 rocks total. I feel the XNT might give too much map control
|
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
|
Hope it wasn't too late.
![[image loading]](http://i.imgur.com/Qjj9G.jpg) [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.
|
Here's mine! God it took forever to do the different sets of conjoined rocks.
![[image loading]](http://i.imgur.com/2cVdT.jpg)
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
|
I think meltage wins btw.
So many sick maps we are just too good at this. Nice job everyone.
|
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
|
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
|
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
|
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.
|
Thanks for a cool event! We love opportunities like this. Rock on.
+ Show Spoiler +
|
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
|
[NYU Fallcraft] The Cypress Steppes
![[image loading]](http://i.imgur.com/PkWgZ.jpg)
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
|
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
|
|
Winners: EatThePath, Fatam & Lefix
|
Oh cool congrats guys!
|
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.
|
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.
|
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".
|
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.
|
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.
|
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 
|
|
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.
|
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?
|
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.
|
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).
|
|
|
|
|