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Map Jam & Challenge #2
From Saturday, Dec 08 3:00pm GMT (GMT+00:00) To Sunday, Dec 09 3:00pm GMT (GMT+00:00)
Results
Gfire - Photon Temple 1st
moskonia - Blue Desert Flower 2nd
Scorp - Sand Circles 2nd
Rules: Combine the two topics in one map. Post your map overview and relevant details in this thread and have your map uploaded to EU/NA within the next 24 hours. Poll decides on winner with participants having one additional vote.
Submissions ClosedWinner is determined Wednesday, Dec 12 4:00pm GMT (GMT+00:00)Submissions+ Show Spoiler +lorestarcraft - Terraformation ![[image loading]](http://i.imgur.com/X5gWi.png) Ruinsteel - Korhal Plaza ![[image loading]](http://i.imgur.com/z6F8U.jpg) NewSunshine - Broken Paradise ![[image loading]](http://i.imgur.com/naDoN.jpg) Gfire - Photon Temple ![[image loading]](http://i.imgur.com/0NMj4.jpg) Coppermantis - End of Days ![[image loading]](http://i.imgur.com/tA4Wq.jpg) TheHourglass - Wheatley Labratories ![[image loading]](http://i.imgur.com/lVVXC.jpg) moskonia - Blue Desert Flower ![[image loading]](http://i.imgur.com/jf28a.jpg) RFDaemoniac - Antagonite ![[image loading]](http://i.imgur.com/KSzQ7l.jpg) TheFish7 - Border Town ![[image loading]](http://i.imgur.com/bNyYX.jpg) Veloh15 - Molarteau ![[image loading]](http://i.imgur.com/IcMjm.jpg) ScorpSCII - Sand Circles ![[image loading]](http://i.imgur.com/7JVrY.jpg) Fatam - Insurgentes ![[image loading]](http://i.imgur.com/TYncG.jpg)
Note 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.
Poll: Who wins the Map Jam & Challenge #2?Gfire - 4p (11) 26% moskonia - Blue Desert Flower (7) 16% Scorp - Sand Circles (7) 16% lorestarcraft - Terraformation (4) 9% NewSunshine - Broken Paradise (4) 9% Fatam - Insurgentes (3) 7% TheHourglass - Wheatley Labratories (2) 5% RFDaemoniac - Antagonite (2) 5% TheFish7 - Border Town (2) 5% Veloh15 - Molarteau (1) 2% Ruinsteel - Korhal Plaza (0) 0% Coppermantis - End of Days (0) 0% 43 total votes Your vote: Who wins the Map Jam & Challenge #2? (Vote): lorestarcraft - Terraformation (Vote): Ruinsteel - Korhal Plaza (Vote): NewSunshine - Broken Paradise (Vote): Gfire - 4p (Vote): Coppermantis - End of Days (Vote): TheHourglass - Wheatley Labratories (Vote): moskonia - Blue Desert Flower (Vote): RFDaemoniac - Antagonite (Vote): TheFish7 - Border Town (Vote): Veloh15 - Molarteau (Vote): Scorp - Sand Circles (Vote): Fatam - Insurgentes
All submissions can be found above the poll. For full submissions, search for them in this thread.
Topic1# Extreme chokes and open spaces 2# Use of hostile units + Show Spoiler [Tip] +Fatam wrote: 1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile 2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer Have fun everyone - and don't forget to post your overview, and upload to either EU or NA, within the next 24 hours!
Process Two topics are randomly selected using randomizer.org at the start of the event, and then immediately made official. This way, no "cheating" can occur, and the administrator can technically participate as well.
What is the Map Jam & Challenge? The Map Jam & Challenge is a format by and for the community. The Map Jam & Challenge is a regular map making competition. The Map Jam & Challenge wants you to be creative and quick. The Map Jam & Challenge provokes thinking outside the box.
This is a format developed collaboratively by Samro and Scorp, and was motivated by MotM, CSL Map Jam and the Map Making Challenge.
Why do this? It is all about challenging your fellow map makers with some strange idea and together to a 24h map making jam that will produce innovative, funny and crazy maps. From this format ideas may emerge that can be implemented to competitive maps - or maybe not. There is nothing to win like beta keys, sorry for that. I have no give aways, no tshirts. Also I do not own this format. This is an idea that i hope can be run by the community itself, without judges, organization, etc.
I know many will appreciate this. Here it is all about making maps. These may or may not be played. This is not the biggest point. We are looking for new ideas in maps and for new ways to make maps.
How does it work?
- Runs monthly or sub-monthly.
- 24 hours to allow all timezones a few hours. Is held in the weekend to allow the most people to participate.
- All participants send one topic to the admin via PM, e.g. 'rocks' and 'low main'.
- By a randomized process two topics are selected among all entries and made public to start the Map Jam & Challenge. This aspects helps to have no 'cheating' like preparing a map to give yourself more time.
- Within the 24 hours participants post the overview in this thread and upload their map to EU/NA (ask your fellow map makers at EU/NA)
- Public Vote decides on the winning map. Map makers who think they have the edge in evaluating how good a map is, can post their choice in the thread to have a double-vote.
- Win = Fun & Fame
Map Jam & Challenge #2 The Map Jam & Challenge start Saturday, December 8th, 10:00EDT 15:00EST and runs 24 hours. Topics need to be send to ScorpSCII via PM until one hour before the challenge starts. This gives the admin one hour to randomly select the double-topic. Via PM we will keep all ideas secret and fresh for the next round maybe and the double-topic is quite a surprise for everyone.
Topics will be announced in this thread.
The previous event was administrated by Samro, and this event by Scorp. In future events, other community members may administrate as well.
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\o/
looking forward to it. have very limited time, but i sure will make some map!
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Awesome! Somehow I missed the first one (???) so I'm looking forward to making up for that. XD
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First one the themes were 2v2 and desert oasis main/nat.
Not my absolute favorite topics but the results were pretty interesting.
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On December 06 2012 05:35 Fatam wrote: First one the themes were 2v2 and desert oasis main/nat.
Not my absolute favorite topics but the results were pretty interesting. Er... that sounds like RNG dropped the ball. I'm not so sad I missed it. ^_^
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On December 06 2012 06:34 EatThePath wrote:Show nested quote +On December 06 2012 05:35 Fatam wrote: First one the themes were 2v2 and desert oasis main/nat.
Not my absolute favorite topics but the results were pretty interesting. Er... that sounds like RNG dropped the ball. I'm not so sad I missed it. ^_^
it actually was quite a challenge! go here to see how it went
yet it was a lot of fun and i was surprised about the good quality overall considering the conditions (24h and a difficult set of parameters). If we get a simpler task this time, the maps might be even better. still the map making experience in The Map Jam & Challenge #1 was great, not despite, but because of the challenging topic in my opinion.
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Asymmetric! Somebody going to submit it? Talks over in the WIP thread ^^
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On December 06 2012 06:52 Samro225am wrote:Show nested quote +On December 06 2012 06:34 EatThePath wrote:On December 06 2012 05:35 Fatam wrote: First one the themes were 2v2 and desert oasis main/nat.
Not my absolute favorite topics but the results were pretty interesting. Er... that sounds like RNG dropped the ball. I'm not so sad I missed it. ^_^ it actually was quite a challenge! go here to see how it wentyet it was a lot of fun and i was surprised about the good quality overall considering the conditions (24h and a difficult set of parameters). If we get a simpler task this time, the maps might be even better. still the map making experience in The Map Jam & Challenge #1 was great, not despite, but because of the challenging topic in my opinion. Yeah for sure, that seems like quite a difficult task to make a map you'd actually want to play given those constraints. The thread looks pretty good!
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Well this is happening the day before I have a final exam, so again I can't participate, but gl and hf to those who do.
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Can't wait for this to start. Last time was really fun.
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On December 06 2012 07:47 -NegativeZero- wrote: Well this is happening the day before I have a final exam, so again I can't participate, but gl and hf to those who do. aw, you will be missed
btw do I need to PM somebody with theme suggestions?
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This is going to be awesome, there should be a tournament held with the best maps from the Map Jam, I can organize and cast it as well, unless anyone else wants (I have never casted in English before but I have casted a weekly cup in my native language for over half a year now, so it can't be too hard )
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On December 06 2012 13:39 moskonia wrote:This is going to be awesome, there should be a tournament held with the best maps from the Map Jam, I can organize and cast it as well, unless anyone else wants  (I have never casted in English before but I have casted a weekly cup in my native language for over half a year now, so it can't be too hard  )
That would be super cool. Remember that this is by and for the community, so any help and/or initiatives are welcome.
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Event Starts Saturday, Dec 08 3:00pm GMT (GMT+00:00)
Remember to PM your one topic to ScorpSCII before the event starts, if you want influence.
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+1 to scorp for running a tight ship. can't wait to find out what we have to work with.
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my topic was 4 FF wide main ramps.. hope we get it !!1
..jk
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your Country52797 Posts
Submitted my topic, sent extra topics cause I didn't see that rule in the OP.
Hopefully my topic can still possibly be chosen though
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ideally we had the topic like.. now?! just kidding, but i guess everyone is eager to know what he will work on in the next few hours!
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Topic+ Show Spoiler +1# Extreme chokes and open spaces 2# Use of hostile units + Show Spoiler [Tip] +Fatam wrote: 1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile 2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer Have fun everyone - and don't forget to post your overview, and upload to either EU or NA, within the next 24 hours!
Process Two topics are randomly selected using randomizer.org at the start of the event, and then immediately made official. This way, no "cheating" can occur, and the administrator can technically participate as well.
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"Hostile units"... Well the maps will defiantly be unique.
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Just a heads up to anyone who might not have played around with this kind of thing before.
To make neutral units hostile you have to do 2 things:
1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile 2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer
If you don't do that then they won't actually attack.
by the way, I'm loving whoever put in the hostile unit idea (my submission was "116x116 or less" :-P could have been cool but probably a bit restrictive)
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While hostile units might sound pretty wicked at first, mind that structures do count as units as well, and that hostile units not necessarily have an attack. I am sure the topic can - with some creative use - make for some interesting mechanics.
On December 09 2012 00:29 Fatam wrote: Just a heads up to anyone who might not have played around with this kind of thing before.
To make neutral units hostile you have to do 2 things:
1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile 2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer
If you don't do that then they won't actually attack.
by the way, I'm loving whoever put in the hostile unit idea (my submission was "116x116 or less" :-P could have been cool but probably a bit restrictive)
Added your tip to the topic.
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Hostile units :D awesome. Hoping for some Brutalisks and a Leviathan
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Does the map still have to have the Melee Tag? i.e can I use triggers to control the hostile units/use campaign units?
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On December 09 2012 02:42 Coppermantis wrote: Does the map still have to have the Melee Tag? i.e can I use triggers to control the hostile units/use campaign units? Melee tag doesn't exist anymore afaik? You can do anything you want really in a "melee" map and still use it as such. But more importantly, I say, go for it! I want to see what you do. ;D
And I must say I'm very happy mine got chosen. ;D
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Haven't made a map in a while, so I think I'm going to give this a try! Looks like something that will be lots of fun! ^_^
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Terraformation
![[image loading]](http://i.imgur.com/X5gWi.png) The neatral unit is a seige tank that block a little cardinal ramp to the natural. When aggro'd it may unseige and chase, but it will return to it's spot. The player it protects need not worry. It doesn't have vision of the high ground. + Show Spoiler +
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United Kingdom1381 Posts
A map with close by air spawns but neutral spores between them would be pretty interesting.
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On December 09 2012 05:24 iHirO wrote: A map with close by air spawns but neutral spores between them would be pretty interesting. So do one yourself! And it sounds cool as well!
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On December 09 2012 05:24 iHirO wrote: A map with close by air spawns but neutral spores between them would be pretty interesting. Yeah man make it happen! =D
By the way, what's the best way to reveal hostile units at the beginning of the game? Should I just use triggers? Is there a setting elsewhere that reveals stuff at the beginning of the game (like having neutral depots revealed)?
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Well, I finished my map. I didn't use any doodads because I have other things to do today, but I did do some simple texturing! Hope you guys like it, its my first 4-player map, so I'm not sure I made enough chokes, but I made sure to add hostile units in the form of hostile bases. The golds have a PF, 3 MTs, 4 siege tanks, 8 marines, 2 marauders, and 2 medivacs. The 2 center bases have the same thing, minus the siege tanks. Watch towers, if held by 1 player, see almost every attack path (destroying rocks near gold base will not be seen). Not sure how it will play out, but I had fun making it, and that's what counts! :D
![[image loading]](http://i.imgur.com/z6F8U.jpg)
Not bad for ~4 hrs work if you ask me =)
Edit: Map name is Korhal Plaza on NA. Bounds are 156x156 (playable).
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Broken Paradise 152x152 - published: NA
![[image loading]](http://i.imgur.com/naDoN.jpg)
Hostile units include marines positioned next to the North and South watchtowers, as well as hostile Missile Turrets on the island expansions.
+ Show Spoiler [details] +![[image loading]](http://i.imgur.com/nBubv.jpg) Hostile marines, chillin' out in formation. ![[image loading]](http://i.imgur.com/5jgLV.jpg) A ramp mostly blocked by huge debris, functioning like a choke at first, but can be massively opened up later. ![[image loading]](http://i.imgur.com/0i92W.jpg) Sight radii of the central Xel'Naga towers. ![[image loading]](http://i.imgur.com/MExOH.jpg) Two hostile Turrets act to control the airspace between the main bases, but also block the expansion.
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Here's mine:
![[image loading]](http://i.imgur.com/0NMj4.jpg)
Published on NA.
You've basically got groups of four photon cannons powered by warp prisms. I was also considering some sort of setup where the defender could kill the pylon/warp prism without getting in range of the cannon so they could leave it up only as long as they wanted. I was a bit concerned about rushes through the paths if you only have to fight one of the sets of cannons, so I added two more cannons to each group and now you can't put a pylon/prism in a place where you could kill and it would still power all four cannons.
Anyway, I think something using pylons which could be safely destroyed only from the inside would be pretty awesome, although I didn't end up using that.
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![[image loading]](http://i.imgur.com/tA4Wq.jpg)
![[image loading]](http://i.imgur.com/slTrh.jpg)
Published on [NA]
End of Days
This one uses hostile units (named Hybrid Indoctrinated) in two ways:
1: The 11/5 o'clock bases are protected by hostile guardians. (1 Planetary Fortress, 2 Spartan Company, 1 Loki, 1 Siege Tank w/ wall) and will make you work for your high yield resources.
2: Every 11 minutes the nydus worms in the center (which are special versions with very high health and armor) will produce an Omegalisk. This devastating enemy will patrol the middle of the map* for six minutes and then go on a suicide strike in a random direction.
Ignore the top bit, it is the behind the scenes work for the Omegalisk and is unreachable by either player.
* It can be avoided entirely by going the long way around as it only moves in a straight line across the middle
EDIT: Fog update. I like the light bluish-white better than the purple.
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Heres mine. a portal tribute! Sorry, but it may take some time to upload Typing this from my iPhone. The map will be up by at latest 12oclock EST. siege tanks block off the third and the sole path. Mildly pissed that the fog doesnt work. Wheatley Labratories
![[image loading]](http://i.imgur.com/lVVXC.jpg) Ok, why isnt this working?
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I worked on this all night long while watching NASL4, needless to say it was a blast, and I am really happy from the outcome. I did not use the hostile unit aspect that much, but I always wanted to make a gold expansion blocked by cannons, so I did it 
The map is uploaded to the EU as "Blue Desert Flower", I know I know, the name is not that good, but I could not think of anything better while being so tiered, maybe something will come up when I wake up. Anyways I hope the maps works out, I think I did a good job with the chokes and the open spaces.
Overview:
![[image loading]](http://i.imgur.com/jf28a.jpg)
The paths to the 3rd: (each of them can be blocked with 2 2x2 buildings) + Show Spoiler +
The XNWT: (Notice that the tower barley reaches both of the close entrances to the 3rd, thus making it more rewarding to control the middle since it allows to scout for all ins, or makes them delayed a bit) + Show Spoiler +
I did not do a whole lot of doodading, but I did most of the texturing if not all I think.
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Inspired by Siskos to have multiple small entrances to each base instead of one larger one, I left the center open and there is space within the base for a zerg army to surround an attacker that comes through the choke before tanks can siege the hatchery. For hostile units, I put dark templar on any pathable ground not reachable from the rest of the map (the island bases in the corners, as well as high ground pods outside the 5th. There are also hostile zealots at 4 of the entrances at your 5th. you can't lure them all the way to attack the natural, but you could probably set a trap with them. Otherwise they just protect one path from attack before you have to take your 5th. There are also hostile turrets in the middle, forcing you to send overlords/medivacs through watch tower vision or all the way around on the outside until they are destroyed. There are also neutral banelings in the area around the watchtower, which can be targeted once you have detection to allow for splash damage from units that wouldn't otherwise do splash. These areas are signified with green grass on the map.
Antagonite
![[image loading]](http://i.imgur.com/KSzQ7l.jpg) Bounds are 160x144, so it's very large... There are 5 full bases and 2 6m1hyg bases per player
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On December 09 2012 14:38 RFDaemoniac wrote:Inspired by Siskos to have multiple small entrances to each base instead of one larger one, I left the center open and there is space within the base for a zerg army to surround an attacker that comes through the choke before tanks can siege the hatchery. For hostile units, I put dark templar on any pathable ground not reachable from the rest of the map (the island bases in the corners, as well as high ground pods outside the 5th. There are also hostile zealots at 4 of the entrances at your 5th. you can't lure them all the way to attack the natural, but you could probably set a trap with them. Otherwise they just protect one path from attack before you have to take your 5th. There are also hostile turrets in the middle, forcing you to send overlords/medivacs through watch tower vision or all the way around on the outside until they are destroyed. There are also neutral banelings in the area around the watchtower, which can be targeted once you have detection to allow for splash damage from units that wouldn't otherwise do splash. These areas are signified with green grass on the map. Antagonite ![[image loading]](http://i.imgur.com/KSzQ7l.jpg) Bounds are 160x144, so it's very large... There are 5 full bases and 2 6m1hyg bases per player I like the lava-esqe effects at the natural. What are they?
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Which reminds me: will I have time to work more on the map tomorrow? Mine still needs a bit more work.
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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.
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Border Town Published on NA Arcade
![[image loading]](http://i.imgur.com/bNyYX.jpg)
+ 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]](http://i.imgur.com/Wo2Sm.jpg) 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]](http://i.imgur.com/jnwxP.jpg)
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Molarteau
![[image loading]](http://i.imgur.com/IcMjm.jpg) 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!
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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]](http://i.imgur.com/nBubv.jpg) Hostile marines, chillin' out in formation. ![[image loading]](http://i.imgur.com/5jgLV.jpg) A ramp mostly blocked by huge debris, functioning like a choke at first, but can be massively opened up later. ![[image loading]](http://i.imgur.com/0i92W.jpg) Sight radii of the central Xel'Naga towers. ![[image loading]](http://i.imgur.com/MExOH.jpg) Two hostile Turrets act to control the airspace between the main bases, but also block the expansion.
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Time to make your finishing touches, guys. Deadline is in half an hour!
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Insurgentes [NA] by Fatam
Overviews:
90 - ![[image loading]](http://i.imgur.com/TYncG.jpg)
56 - + Show Spoiler +
FFE - + Show Spoiler +
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]](http://i.imgur.com/Q0Qre.jpg) Pic shows what order you can take the bases in. ![[image loading]](http://i.imgur.com/r6YUE.jpg) 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]](http://i.imgur.com/Y4Ckj.jpg) 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]](http://i.imgur.com/d9uBa.jpg) 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]](http://i.imgur.com/DvBQ9.jpg) 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]](http://i.imgur.com/jrgVo.jpg) 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]](http://i.imgur.com/Djgul.jpg) The outermost pathway. A little harder fight than it looks, at least early on, because BCs really don't die.
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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.
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Lots of cool ideas, I think there is something badass from pretty much every submission.
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Er... I have 30 minutes don't I? I have to watch this Manchester darby. XD
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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.
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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.
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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!
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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.
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There are definitely some Kespa inspirations from Bitfrost and Arkanoid showing through here. These all look interesting. Great job gang!
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You should publish the poll in a new thread in the general sc2 forum, to give map making more exposure!
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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
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Dormant Drifters [NA] by EatThePath aka Omne
![[image loading]](http://i.imgur.com/7aXlF.jpg)
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]](http://i.imgur.com/wiT1s.jpg)
- 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]](http://i.imgur.com/i5KYb.jpg)
- 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]](http://i.imgur.com/x44jN.jpg)
- 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]](http://i.imgur.com/FMLbk.jpg)
- 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]](http://i.imgur.com/4MAj7.jpg)
Feel free to include / not include as you see fit, admin.
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On December 09 2012 22:09 ScorpSCII wrote:
I want to see this turned into a full fledged map.
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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.
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On December 10 2012 03:31 moskonia wrote: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. Might as well be on battle.net too for fun anyway. 
@Hourglass: btw, in order for fog to show up in your screenshot you need to A.) make sure your fog has the desired settings in the data editor in the texture profile you're using and B.) use in-game settings while taking a screenshot in the editor, or use the proper settings in the export image feature.
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On December 10 2012 04:11 EatThePath wrote:Show nested quote +On December 10 2012 03:31 moskonia wrote:On December 10 2012 02:14 TheHourglass wrote: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. Might as well be on battle.net too for fun anyway.  @Hourglass: btw, in order for fog to show up in your screenshot you need to A.) make sure your fog has the desired settings in the data editor in the texture profile you're using and B.) use in-game settings while taking a screenshot in the editor, or use the proper settings in the export image feature. I did all that. but ,maybe its cuz the map is too big.
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On December 10 2012 04:36 TheHourglass wrote:Show nested quote +On December 10 2012 04:11 EatThePath wrote:On December 10 2012 03:31 moskonia wrote:On December 10 2012 02:14 TheHourglass wrote: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. Might as well be on battle.net too for fun anyway.  @Hourglass: btw, in order for fog to show up in your screenshot you need to A.) make sure your fog has the desired settings in the data editor in the texture profile you're using and B.) use in-game settings while taking a screenshot in the editor, or use the proper settings in the export image feature. I did all that. but ,maybe its cuz the map is too big. You might need to adjust the options so that "game settings" matches your actual game client, or set them manually to high enough graphics so the fog renders.
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It looks like you zoomed out and took a screenshot, to me. Instead you should use Data -> Export Map Image ^^
Participants are still allowed to vote again in comments, right?
I'll use my extra vote for Gfire's 4p
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Oh, my map's called "Photon Temple" but I guess I forgot to mention that.
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On December 10 2012 04:42 RFDaemoniac wrote: It looks like you zoomed out and took a screenshot, to me. Instead you should use Data -> Export Map Image ^^
Participants are still allowed to vote again in comments, right?
I'll use my extra vote for Gfire's 4p
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.
This is done to keep the voting anonymous, and to make it easier to keep track of votes.
edit: @Gfire: I added the map name to the submission. Unfortunately I can't update the poll information.
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my extra vote @ coppermantis' map, it's not perfect but I think it has some cool things and it's a crime that it has no votes yet
edit: ah crap, just read your post right above mine LOL. I'll pm you
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Wow I can't believe I've completely missed this entire thing... I was just thinking the other day, I wonder when the next mapping contest waaas going to be...... man am I behind on my TL. My vote incoming once I peruse the selection.
EDIT: Ok, my brief thoughts... I like look and use of multiple single ramps in RFDaemonic's Antagonite, I think I would put this as my #4 for this jam. I like all of the interesting, just stuff, going on in Fatam's Insurgentes, but don't think it quite utilizes the "open space" aspect as well -- #3. I'm a little torn for the #2 and the one I vote for... but it comes down to Gfire's Photon Temple and ScorpSCII's Sand Circles, which for obvious reasons both cannot, but should, be renamed "Boobs". Now, I think I would have to go with Boobs if all spawns were enabled, because that would be awesome. But since it's crossspawn (I hope I didn't misinterpret that note in the post!) I'm going to have to go with Photon Temple since it reminds me of something they might have tried back in the BW days -- something like a cross between Outsider and Judgement Day. Anyway, I won't feel too bad if I understood the "crossspawn enabled" in Scorp's post since it was pretty close anyway. GL to everyone who made it in. Hopefully third time's a charm for me, and I'll get one done next time.
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On December 12 2012 03:22 ScorpSCII wrote:
Results
![[image loading]](http://icons.iconarchive.com/icons/fatcow/farm-fresh/32/medal-gold-3-icon.png) Gfire - Photon Temple 1st![[image loading]](http://icons.iconarchive.com/icons/fatcow/farm-fresh/32/medal-silver-3-icon.png) moskonia - Blue Desert Flower 2nd![[image loading]](http://icons.iconarchive.com/icons/fatcow/farm-fresh/32/medal-silver-3-icon.png) Scorp - Sand Circles 2nd
Thanks to everyone who participated - it's been a great and successful event because of your support! If anyone's up for it, the Map Jam & Challenge #3 can be administrated by you; just let ScorpSCII or Samro225 know. The process is very simple, to allow for different administrators each time and thereby increasing the chances for these events to continue in the future. Thanks Scorp! Really nice 1-day maps everyone. Congrats top 3.
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Well, seeing as this is now irrelevant, i might as well tell what i added. What i did was i added a holding cell in the middle of the map that spawned a hybrid reaver every 5 mins. the hostile terran guards would try to keep it in, but they couldn't keep up after 15 mins or so.
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Hmm looks like the next map challenge should happen in the next few days if we are going to keep to our once-a-month schedule :-O
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