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Map Jam & Challenge #2 - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 09 2012 06:45 GMT
#41
Maps are due 8 hours from now, at 10:00AM EST (GMT -5:00)
The lava-esque textures are called Redstone Lava Cracks and Char Red Cracks.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-12-09 08:12:42
December 09 2012 08:12 GMT
#42
Border Town
Published on NA Arcade

[image loading]

+ Show Spoiler +
The naturals each have 3 small chokes, one of which is blocked off by a bunker loaded with 4 marines. The bunker has limited vision due to LOS blockers.

[image loading]

The island is not blocked, but the island has 8 hostile marines waiting on it with a medivac. At 15:00 game time, the marines load into the medivac, which then explodes.

[image loading]
~ ~ <°)))><~ ~ ~
Veloh15
Profile Joined January 2012
United States161 Posts
December 09 2012 08:34 GMT
#43
Molarteau

[image loading]
There is a Swarmhost at the island expansions. Also this was made with beta editor and is on Beta servers sorry if that is against the rules ! Still had a blast doing this!
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 09 2012 09:00 GMT
#44
Actually just noticed that the overview alone doesn't do a thing to demonstrate my map, so I've added some detail shots:

+ Show Spoiler [details] +
[image loading]
Hostile marines, chillin' out in formation.
[image loading]
A ramp mostly blocked by huge debris, functioning like a choke at first, but can be massively opened up later.
[image loading]
Sight radii of the central Xel'Naga towers.
[image loading]
Two hostile Turrets act to control the airspace between the main bases, but also block the expansion.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 09 2012 13:09 GMT
#45
Sand Circles
Uploaded to HotS and WoL EU

[image loading]
Crosspawn Enabled
+ Show Spoiler +
[image loading]
[image loading]
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 09 2012 13:25 GMT
#46
Time to make your finishing touches, guys. Deadline is in half an hour!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-09 14:22:00
December 09 2012 14:13 GMT
#47
Insurgentes [NA]
by Fatam


Overviews:

90 - [image loading]

56 - + Show Spoiler +
[image loading]


FFE - + Show Spoiler +
[image loading]



WTF is going on here (lots of pics/explanations, beware :-O):
+ Show Spoiler +

Dimensions - inner part is 148x148 which is pretty small for a 4p. but if you count the outer ring it's 192x192.

I put distinct patches of terrain wherever there are hostile units, so you have an idea of where they are even w/ fog of war and don't just move command into tank fire or cannons (lol).

[image loading]
Pic shows what order you can take the bases in.


[image loading]
If you kill one of the gateways (either before your opponent expands here, or while he has one) then the zealots will see your opponent's town hall/workers and attack. Of course, it might behoove you to kill the zealots behind your own 3rd/4th with ranged units before your opponent can release the trap.


[image loading]
The middle. Normally I'm in the "golds in middle are bad" camp of people, but here I think it's ok because a) you have to fight something for it, and b) the middle on this map really isn't that important, so it's not a winner's gold.
The cannons don't have vision outside the LOS blockers, so you can still move through the middle unmolested as long as you don't go inside the middle LOS blockers.

[image loading]
The rocks cut your natural choke down considerably (I wanted a small nat choke to encourage people to use the alternative pathways. No fun if people just play the map normally every time) AND block the path to your opponent's 3rd/4th, if he is CCW. So if you want to be aggressive that way you open your natural up at the same time.

[image loading]
The corner 3rd/4th. I was ok with the other 3rd not being that easy because you have this base as another option. You can take this base quickly w/ quirky tech options such as banshee or DT because this force simply can't fight them.

[image loading]
2 of the 3 side paths. The top one is well-defended, since it is a direct path from main to main (well, you have to kill 2x of that force to get main to main), assuming you aren't cross-spawn, and it guards a base. The extra pylon + cannon next to the base is to ensure that terrans can't float a CC in there. The archon is necessary to prevent speedlings just running past the cannons into the opponent's nat. It's probably possible to move-command lings past that if you send enough, but it would be a crazy investment. The observers help spot for the tank.

[image loading]
The outermost pathway. A little harder fight than it looks, at least early on, because BCs really don't die.
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
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 09 2012 14:26 GMT
#48
Submissions Closed

Winner is determined
Wednesday, Dec 12 4:00pm GMT (GMT+00:00)


Make sure to place your vote in the public poll. Participants of the event can place an additional vote by sending a private message to ScorpSCII containing the author and map name that their additional vote goes to.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Fatam
Profile Joined June 2012
1986 Posts
December 09 2012 14:28 GMT
#49
Lots of cool ideas, I think there is something badass from pretty much every submission.
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
December 09 2012 14:34 GMT
#50
Er... I have 30 minutes don't I? I have to watch this Manchester darby. XD
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
December 09 2012 14:35 GMT
#51
I think if something is submitted within an hour or two of the deadline we should let it in This is a for-fun contest after all.
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
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 09 2012 14:47 GMT
#52
On December 09 2012 23:34 EatThePath wrote:
Er... I have 30 minutes don't I? I have to watch this Manchester darby. XD

You're allowed to submit when you've got time, though submissions past the deadline makes it more difficult to administrate.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 09 2012 15:32 GMT
#53
On December 09 2012 23:47 ScorpSCII wrote:
Show nested quote +
On December 09 2012 23:34 EatThePath wrote:
Er... I have 30 minutes don't I? I have to watch this Manchester darby. XD

You're allowed to submit when you've got time, though submissions past the deadline makes it more difficult to administrate.

No worries, I'll contribute unofficially.

+ Show Spoiler +
Man U vs Man City -- oh the drama!
Comprehensive strategic intention: DNE
TheHourglass
Profile Joined November 2012
11 Posts
Last Edited: 2012-12-09 16:29:14
December 09 2012 16:20 GMT
#54
Sorry the map is getting up so late, but i added one little thing last night.
i wont tell you, however.
Ok, the map is up and you may test it any time.
Save the endangered tree octopus!
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 09 2012 16:43 GMT
#55
There are definitely some Kespa inspirations from Bitfrost and Arkanoid showing through here. These all look interesting. Great job gang!
https://johnemerson.artstation.com/
moskonia
Profile Joined January 2011
Israel1448 Posts
December 09 2012 16:53 GMT
#56
You should publish the poll in a new thread in the general sc2 forum, to give map making more exposure!
TheHourglass
Profile Joined November 2012
11 Posts
Last Edited: 2012-12-09 17:18:54
December 09 2012 17:14 GMT
#57
On December 10 2012 01:53 moskonia wrote:
You should publish the poll in a new thread in the general sc2 forum, to give map making more exposure!

Would you mind if i did that?
Edit: Done! there is now a link in the GD forums of the SC2 website.
You can see it http://us.battle.net/sc2/en/forum/topic/7350045549?page=1#0HERE
Save the endangered tree octopus!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-12-09 18:10:09
December 09 2012 18:04 GMT
#58
Dormant Drifters [NA]
by EatThePath aka Omne

[image loading]

156x146; 12 bases; 2 golds (blocked); 2 islands (blocked); 2 watchtowers (semi-blocked); time spent ~6 hrs

Tried to combine the two themes as much as possible. Extreme open/choke was very interesting, I tried to create good flow while using as many tiny chokes as possible in place of "normal" ramps. The main structure of the map is the center high ground areas that are "blocked" at first by hostile planetary fortresses, leaving only long side paths and the center route for early game. Hostile units provide some other interesting little things.

+ Show Spoiler [features, closeups] +


  • Center gold High ground pods have the main access from the wider center-facing ramp, and 3 small ramps on the other corners. Free traverse is guarded by the hostile PF which should be removed unless you want to get bruised everytime you go by. It also shoots the base placement at the gold so it must be cleared to expand there. The flanks are protected by turrets to create a similar impediment to air traffic and provide a modicum of difficulty in air-cleanup of the PF. Careful with your overlords!
    [image loading]

  • Cannon backdoor Alternate 3rd can be accessed by opening the cannon wall. Note you must at least kill the pylon inside before taking the base. Also very small choke with the mineral placement.
    [image loading]

  • Lings! In the back corner of the natural there is a neutral depot imprisoning some hostile zerglings. Maybe it could be used offensively?
    [image loading]

  • Watchtower over the low 3rd The harass pod next to the watchtower has an auto-turret you must kill to use the center mineral patches, but also provides minor impediment to cliffing. Also partially blocks tower but you can activate safely at the edges. Low 3rd can't tanked from the cliff except almost at the nearest ramp. There are also PDDs placed around to provide a little buffer from cliffing attacks.
    [image loading]

  • Thor island Islands need air vision to blink onto, but can be cliffwalked on the "defensive" side. Base placement is blocked by 3 auto turrets, 1 thor, and a sensor tower mostly for visual effect. Placement of bad guys and high ground walls allows you to skirt by with air units on either side.
    [image loading]




Feel free to include / not include as you see fit, admin.
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 09 2012 18:16 GMT
#59
On December 09 2012 22:09 ScorpSCII wrote:
Sand Circles
Uploaded to HotS and WoL EU

[image loading]
Crosspawn Enabled
+ Show Spoiler +
[image loading]
[image loading]


I want to see this turned into a full fledged map.
starleague forever
moskonia
Profile Joined January 2011
Israel1448 Posts
December 09 2012 18:31 GMT
#60
On December 10 2012 02:14 TheHourglass wrote:
Show nested quote +
On December 10 2012 01:53 moskonia wrote:
You should publish the poll in a new thread in the general sc2 forum, to give map making more exposure!

Would you mind if i did that?
Edit: Done! there is now a link in the GD forums of the SC2 website.
You can see it http://us.battle.net/sc2/en/forum/topic/7350045549?page=1#0HERE

I meant the TL general sc2 forum, since even in the TL community most people are not aware of the map making community, and its better if the OP will be the OP there as well.
Prev 1 2 3 4 Next All
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