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I can confirm LOS blockers won't do anything as I had the same problem with Rocks on a Ship before I fixed it (although in that case, it was a worse problem because you were dealing w/ the workers mining the ENEMY base not an ally's), and LOS blockers didn't do anything to stop the workers from trying to mine the other mineral line. My "fix" might work for you.. just lower a narrow strip of ground inbetween the mineral lines (and of course make it inpassable so the enemy can't do any cheeky drops there).
I think either you have to be cool w/ workers mining both lines, or distance the lines by a little more, or maybe try the chasm thing I mentioned.
I don't see it as a major problem either way (even if one player is "stealing" from his partner's mineral line, you can always send your ally minerals to even it out if need be).
+1 to Tortuganic. I think it needs a little refinement in a few spots, but it looks like the most fun out of the bunch.
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On November 13 2012 11:11 RFDaemoniac wrote: The creep of a zerg player does not block their ally's main building, nor does it prevent you from walling it off.
That is pretty much all I needed to hear. I endorse Tortuganic Crater with my extra vote.
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On November 13 2012 08:44 Monochromatic wrote: This map is a prime example of where someone makes a 1v1 map, adds another main and natural, and calls it done. Personally, I don't see any Desert Oasis elements in this map. That said, the map looks solid. Probably the strongest map in terms of balance and, but the weakest in terms of sticking to the theme. I do feel the need to disagree with the thoughts behind this. I won't defy your opinions or anything of the sort, but it just reads to me in the same way that a "looks like Daybreak" post does. I agree that perhaps I could have gone further with the theme, but it does have some characteristics of Desert Oasis, but they're less obvious and more flow-related:
-3 Xel'Naga Towers that cover all ground paths -One of the two mains is situated very much like DO's main and is very easy to harass by air/tank -Large distances to cover the sides of the map -General expansion setup encourages air/drop play more than usual, as DO does
I also don't really like how the side paths turned out, but that has mostly to do with the limited time frame. If I'd sat down with this map for a week it would have gone through a thousand more iterations and would look much better. But that's not really the point of this. It was still a good bit of fun, I wouldn't mind doing one of these every 2 weeks, instead of months.
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I'd like to +1 Samro's Fiery Divide with my extra vote and spread the love! (My poll vote went to Fatam's Walkabout).
EDIT: I also do feel that NewSunshine built his map in the spirit of the Jam, so no hard feelings there, just that it's less exaggerated than I wanted to see
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No hard feelings
However, I forgot to +1 a map, so Fiery Divide gets it. I feel that although there are other equally solid maps it has that interesting variable structure that comes from the 3rd-nipple-main.
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On November 13 2012 12:23 NewSunshine wrote:Show nested quote +On November 13 2012 08:44 Monochromatic wrote: This map is a prime example of where someone makes a 1v1 map, adds another main and natural, and calls it done. Personally, I don't see any Desert Oasis elements in this map. That said, the map looks solid. Probably the strongest map in terms of balance and, but the weakest in terms of sticking to the theme. I do feel the need to disagree with the thoughts behind this. I won't defy your opinions or anything of the sort, but it just reads to me in the same way that a "looks like Daybreak" post does. I agree that perhaps I could have gone further with the theme, but it does have some characteristics of Desert Oasis, but they're less obvious and more flow-related: -3 Xel'Naga Towers that cover all ground paths -One of the two mains is situated very much like DO's main and is very easy to harass by air/tank -Large distances to cover the sides of the map -General expansion setup encourages air/drop play more than usual, as DO does I also don't really like how the side paths turned out, but that has mostly to do with the limited time frame. If I'd sat down with this map for a week it would have gone through a thousand more iterations and would look much better. But that's not really the point of this. It was still a good bit of fun, I wouldn't mind doing one of these every 2 weeks, instead of months.
I understood the "Desert Oasis Mains" requirement as the mains are in the middle of a map. However it is open to interpretation, which is what makes this map contest different. I am sorry if I offended you.
Also, I completely agree that these should be biweekly instead of bimonthly.
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I would love to do every 2 weeks or even every week as I'm sorely addicted to mapmaking right now, but I wouldn't object to it being a little less often as I understand some people don't have as much free time and I wouldn't want things to be unfair. Perhaps we should put it to a vote.
also "3rd nipple main", really? lolol
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On November 13 2012 13:45 Fatam wrote: also "3rd nipple main", really? lolol :D
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On November 13 2012 06:21 a176 wrote:Show nested quote +On November 11 2012 22:47 ScorpSCII wrote:Fiery GroundsCreated by Scorp Bounds: 172x172 Will get uploaded to both NA and EU as soon as possible. Lowground is covered by fog. Aesthetics are non-existent. whats the DO relation here ... ?
Might not have anything to do with DO at all, apart from the base vulnerable to air attacks.
edit: +1 Samro's Fiery Divide
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Sadn Ocean 2 is one of the few maps with enough space, NeoSteal Fortress (and most maps) could use some extra space - especially for more interesting middle areas (Sand Ocean 2, Attica, etc.) or simplified space and more clear layouts at least (Tortuganic). also some maps lack the big idea how to implement DO or have some very soft DO (NeoSteal Fortress, Fiery Fields).
I like the strange ideas better overall, since i feel like some of the more solid maps need to be extra solid in all areas and one cannot forget about the space needed in 2v2
I voted for Sand Ocean 2 for its actual playability and at the same time implementing true DO in both aspects: full path and closer air.
My personal vote from a map maker for a map maker actually would need to be split between Attica and Tortuganic, but i guess i have to go with Tortuganic for its lovely DO feeling.
+1 Tortuganic Crater
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On November 13 2012 13:45 Fatam wrote: I would love to do every 2 weeks or even every week as I'm sorely addicted to mapmaking right now, but I wouldn't object to it being a little less often as I understand some people don't have as much free time and I wouldn't want things to be unfair. Perhaps we should put it to a vote.
also "3rd nipple main", really? lolol
I am even unsure if i can do it every month and i think it is important to create some regular pattern. Maybe it would be also interesting to through together all ideas and make the maps here better/bring them to a finished state in the time until the next Map Jam & Challenge. When I discussed the format with ScorpSCII we did not want to interfer woth MotM or other formats like TLMC(!). So bi-monthly or monthly is actually quite good if you consider that some guys will finish their maps in a more serious fashion which would be awesome considering how few cool 2v2 maps are around.
edit: what could be interesting is a smaller timeframe that yet respects the participats' timezones, e.g. a true speedmapping format of 5 hours where you know everybody is working on somthing right now. i would recommend a simpler topic to really showcase true speedmapping ability and produce good maps, so 1v1 would be set and it is only gameplayspecific topics as well as tilesets: towers + backdoors and two different tilesets would be a starting point.
sorry for double post, but this is 'off-topic'
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On November 13 2012 12:03 Fatam wrote: I can confirm LOS blockers won't do anything as I had the same problem with Rocks on a Ship before I fixed it (although in that case, it was a worse problem because you were dealing w/ the workers mining the ENEMY base not an ally's), and LOS blockers didn't do anything to stop the workers from trying to mine the other mineral line. My "fix" might work for you.. just lower a narrow strip of ground inbetween the mineral lines (and of course make it inpassable so the enemy can't do any cheeky drops there).
I think either you have to be cool w/ workers mining both lines, or distance the lines by a little more, or maybe try the chasm thing I mentioned.
I don't see it as a major problem either way (even if one player is "stealing" from his partner's mineral line, you can always send your ally minerals to even it out if need be).
+1 to Tortuganic. I think it needs a little refinement in a few spots, but it looks like the most fun out of the bunch.
someone posted a concept map in the wip thread a while back, i believe workers will try to mine upto 3 mineral fields deep
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Is a fix for that really needed? It's a team game, why not let players share the love? It doesn't really break anything, just makes this map have an interesting feature imho.
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it looks like everybody but Namrufus used his extra vote already. how long should the poll run? until THAT map does no longer have the lead?
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idk, maybe leave it up a few days and see if any visitors vote. But it looks like we probably have a winner
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Ho hum, I haven't used my extra vote yet because I couldn't decide. I will go with Fiery Divide for my +1. (it was between that and Attica for me)
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Ya know, I signed up but was never sent my map restrictions
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On November 14 2012 11:14 lorestarcraft wrote: Ya know, I signed up but was never sent my map restrictions They were posted in this thread -- I don't think they were PM'ed to anyone.
Unfortunately, some work stuff came up for me and I was not able to participate. However, I'd like to give some feedback about all the maps when I get the chance. I do have a few things I'd like to get out now though before I forget. I like some of the ideas that were presented here like the two separate no fly area maps (in the same contest!). In the end though, I voted for Sand Ocean because I think it looks like a pretty clean 2v2 experience that also really captures the theme (i.e. restrictions) of the contest.
The the other two in my personal top three (I mean, there are only what, eight maps?) are Attica and Fiery Divide which happen to share yet another common theme independantly executed. Attica I think could make an extremely awesome 1v1 / 2v2 map by the addition of some invulnerable obsticle (rocks?) to that tiny bridge between naturals when a 1v1 (via triggers) to allow for all spawn combinations, although as a 2v2, I'd probably like to see that gap widened with some rocks maybe on both sides of the gap since later in the game you probably don't want to be bouncing through there with a sizeable army -- coming to help save your partner might prove to be quite difficult otherwise.
Oh yeah, also special mention to Scorp for Fiery Grounds/Fields/something? for unlocking the "unwittingly fulfilled HypertonicHydroponic's restriction suggestion" achievement -- which was create 6 or 8 spawn 1v1/2v2 map. I'd love to see a 2v2v2v2 go down here.
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On November 14 2012 11:14 lorestarcraft wrote: Ya know, I signed up but was never sent my map restrictions
I am very sorry that we missed a possible contribution, yet I have to keep administration minimal. Noone was send anything, everything took place here in this thread. PM was needed to keep the possible topics secret until two were picked just before the contest started.
as i explained earlier i want this to be a community thing where people produce something fun together. I am not into organizing a MotM on experimental maps surreal concept combinations
also it is up to you to take action, be part of it and contribute. actually the timeframe of this Map Jam & Challenge was the first thing that was communicated several days before.
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moved poll to first page. O_o
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