From Saturday, Jan 12 3:00pm GMT (GMT+00:00) To Sunday, Jan 13 3:00pm GMT (GMT+00:00)
Rules: [*]All participants send one topic to the admin via PM, e.g. 'rocks' and 'low main'. Combine the two randomly selected topics (tba) 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.
Winner is determined Tuesday, Jan 15 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 Samro225am containing the author and map name that their additional vote goes to.
Process Send your idea for an interesting topic to the event's administrator via a private message to Samro225am. 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.
Make sure you read the How does it work? section as well and feel free to ask additional questions in this thread.
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 do a 24h map making jam that will produce innovative, fun 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.
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 #3 The Map Jam & Challenge starts Saturday, January 12th, 10:00EDT 15:00EST and runs 24 hours. Topics need to be send to Samro225am 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 events were administrated by Scorp and Samro. In future events, other community members may administrate as well.
I hope hope hope I'm not busy this wknd, would love to actually compete in one of these challenges! Either way, looking forward to the creations people come up with. My random ideas have been sent in! :D
On January 10 2013 06:03 SidianTheBard wrote: I hope hope hope I'm not busy this wknd, would love to actually compete in one of these challenges! Either way, looking forward to the creations people come up with. My random ideas have been sent in! :D
I will accept your first idea.
Coordinator: Crucifixion? Prisoner: Yes. Coordinator: Good. Out of the door, line on the left, one cross each. [Next prisoner] Coordinator: Crucifixion? Mr. Cheeky: Er, no, freedom actually. Coordinator: What? Mr. Cheeky: Yeah, they said I hadn't done anything and I could go and live on an island somewhere. Coordinator: Oh I say, that's very nice. Well, off you go then. Mr. Cheeky: No, I'm just pulling your leg, it's crucifixion really. Coordinator: [laughing] Oh yes, very good. Well... Mr. Cheeky: Yes I know, out of the door, one cross each, line on the left.
On January 10 2013 06:03 SidianTheBard wrote: I hope hope hope I'm not busy this wknd, would love to actually compete in one of these challenges! Either way, looking forward to the creations people come up with. My random ideas have been sent in! :D
Coordinator: Crucifixion? Prisoner: Yes. Coordinator: Good. Out of the door, line on the left, one cross each. [Next prisoner] Coordinator: Crucifixion? Mr. Cheeky: Er, no, freedom actually. Coordinator: What? Mr. Cheeky: Yeah, they said I hadn't done anything and I could go and live on an island somewhere. Coordinator: Oh I say, that's very nice. Well, off you go then. Mr. Cheeky: No, I'm just pulling your leg, it's crucifixion really. Coordinator: [laughing] Oh yes, very good. Well... Mr. Cheeky: Yes I know, out of the door, one cross each, line on the left.
Remember guys, one topic each!
AHAHAHA, sending in my topic shortly once I think of one =]
The two topics might not be crazy or sound fun on first sight, but i am sure this will provide input for some interesting and playable maps that could be the basis for more serious competitive maps!
Both topics combined create quite some challenge and I hope no one is put off from the very challenging task!
EDIT: multiple is >1. If you find a way to make sense of two towers on a 3p map you are very welcome to only have two towers, yet you could have six or more as well.
After attempting to make a map concept in GIMP, I can safely say I'm sitting out for this one. All it did was give me a headache with terrible results, haha. Looking forward to everyone's submissions though! Turns out 3-player maps are harder than I thought .
Aw I don't think I'll have time to participate this go around. Will be watching for sure tho, 3player maps are such an underused format, can't wait to see what you all come up with.
I'm actually going to be away for the duration of this challenge, so I won't even be able to do my own map theme. Oh well, hope you guys have fun with it. Looks like it's a doozy already.
Notes: The black lined are not pathable. Each watchtower has three accessible sides, and each reveals one side of each of the other towers. Size is 148x148.
Center high ground pods can be used (drop tanks, cliffwalk to tower, etc); all other high ground terrain is unpathable.
Shortest route crosses tower vision but you must deviate to touch tower. Can also sneak past along center high ground.
Center tower initially blocked by 3 extra-large rocks; can be cleared one by one to giver yourself advantageous access or open the extra route. However, is accessible via drop or cliffwalk (changelings, reapers, warp prism!)
Well, with tomorrow being my actual birthday, I'm not as far along as I was planning to be right now so I doubt I'll make the deadline. Even if I can't make the competition deadline, in the spirit of participation, I'll post the resulting image when I finish in the next day or so. GL guys!
EDIT: by tomorrow I mean right now... I don't count my days until I get sleep. XD speaking of......
Don't laugh at my super-rushed aesthetics! I didn't have as much time today as I usually do when I do these challenges (and on top of that, 3p map takes twice as long lol).
White things near the 4ths are ulnar LOS blockers in case that isn't obvious.
Fog not showing up on overview (sometimes it does, sometimes it doesn't.. still a mystery to me) but w/e. It's not as obnoxiously green on the outsides when you can see the fog because it's whitish. Don't laugh at my super-rushed aesthetics! I didn't have as much time today as I usually do when I do these challenges (and on top of that, 3p map takes twice as long lol).
White things near the 4ths are ulnar LOS blockers in case that isn't obvious.
If you increase the fog starting level or intensity or something, you can make it appear in the overview.
Sadly I started too late so I won't finish it in time, but my idea for a 3 player map was to not use ramps for the main bases, but to make a pathway like bifrost - a small choke that can be blocked by 1 force field, but you can't build a pylon near it to bypass the force field. I have a nice layout right now but I can't get the multiple watch towers to work, its a very hard concept to work with 3 player maps, unless you just stick them randomly.
I think its a shame that there weren't crazier concepts like last time, but this time it turned up pretty hard, even though both are pretty normal ideas. Maybe I will submit my map after the tournament is finished just to show what I meant here , cause I think without ramps for the mains, better symmetry can be achieved (even though its still impossible to get perfect symmetry).
On January 14 2013 01:32 lefix wrote: It's kinda funny that most of the submissions here would have been finalists in the 3p motm month we did way back then :D
Considering all of these maps are done in one day, that is something to be proud of! Hopefully we will see some of the submissions worked on further and released later on
On January 13 2013 21:18 OxyGenesis wrote: I did make a map but the editor crashed as I was saving and lost it T_T 3p maps are a complete bitch!
Aw, that sucks really hard!
You have all my sympathy t_t
On January 14 2013 00:38 moskonia wrote: cause I think without ramps for the mains, better symmetry can be achieved (even though its still impossible to get perfect symmetry).
Thanks everyone who contributed a map! The two topics both provided some difficulties on their own and i think for most of us it was hard to copme up with a meaningfull concept that uses both topics in a good way.
Yet five brave map makers did it! Congratulations to you guys.
Submissions
Gfire - Lunar Crusade
NewSunshine - Wormhole
EatThePath - Halflight Byways
Veloh15 - Treesk
Fatam - Gr33n
not much more than a concept sketch, but i liked the happy small guy in a field of purple teats.
On January 13 2013 22:48 Duvon wrote: Nice maps. My idea:+ Show Spoiler +
Thought up a concept. The middle xelnagas would be close enough to cliff that roaches could defend them easily. Warpgates you tell me? :E
I actually think Devon's concept is pretty cool. Might have to be super big, though. Maybe with some adjustments it could be a really cool map.
It's not exactly symmetrical, though... Would it be better just as a 2p map with only the bottom two spawns available, and something else at the top? Or maybe it's doable as a 3p map with some odd asymmetrical play.
Alas my sc2 (and editor) are borked right now, and I cba fixing it until I get a new OS and some more memory, so I can't illustrate in firmer print what I am thinking. :/ I'd think you would have to decrease tower radius, to 16 or 17, or it indeed would get very large. A 2-player change could be making more entrances to the top base, and put the "main" on low ground instead.
PS. When I painted it, it felt a bit like purple sharts... The boobies came last.
Maps are all pretty damn solid. Idk if any of them are particularly outstanding or inspired this time around but this was a tough topic w/ not much time so kudos for working well with tough circumstances.
This is slightly OT but has to do w/ map challenges.. I was thinking you should keep a text file of all the PM'd topics you've received in the past that way people don't have to submit the same ones each time but instead our pool of possible topics grows. Also what if 5 people submitted a topic for the previous challenge but aren't around for the next one? You lose those topics.
(Of course, you would take topics out of the file once they've been used)
On January 15 2013 06:38 Gfire wrote: I actually think Devon's concept is pretty cool. Might have to be super big, though. Maybe with some adjustments it could be a really cool map.
It's not exactly symmetrical, though... Would it be better just as a 2p map with only the bottom two spawns available, and something else at the top? Or maybe it's doable as a 3p map with some odd asymmetrical play.
On January 15 2013 07:01 Duvon wrote: Alas my sc2 (and editor) are borked right now, and I cba fixing it until I get a new OS and some more memory, so I can't illustrate in firmer print what I am thinking. :/ I'd think you would have to decrease tower radius, to 16 or 17, or it indeed would get very large. A 2-player change could be making more entrances to the top base, and put the "main" on low ground instead.
PS. When I painted it, it felt a bit like purple sharts... The boobies came last.
i did not mean to bash your concept or presentation, but there actually is a small happy face on that painting so i could not pass on fooling around with the purple things.
On January 15 2013 07:20 Fatam wrote: Maps are all pretty damn solid. Idk if any of them are particularly outstanding or inspired this time around but this was a tough topic w/ not much time so kudos for working well with tough circumstances.
This is slightly OT but has to do w/ map challenges.. I was thinking you should keep a text file of all the PM'd topics you've received in the past that way people don't have to submit the same ones each time but instead our pool of possible topics grows. Also what if 5 people submitted a topic for the previous challenge but aren't around for the next one? You lose those topics.
(Of course, you would take topics out of the file once they've been used)
There always are more topics than maps submissions. Also such a list does not make sense because many ideas just come up multiple times each time.
last but not least i think when meta game and meta map mal´king changes the suggestes topics change as well, so i would like to keep it a frsh thing each time.
as a conclusion i just do not see enough arguments to keep such a list somewhere and keep it up to date. right now the person administrating the map jam & challenge can just count the number of submissions, start the randomizer and tehn count through the PMs to number x and y.
i agree on what you note about the maps. nothing really outstanding and inspired, yet the quality is really good for the tough challenge we had here.
I'd consider mineral blocks. Somehow it didn't cross my mind. It might be better though. TBH it's hard to say exactly how it with play with either rocks or minerals, since both are pretty uncommon in SC2. Minerals, though, you might be able to get through more quickly as the defender, which seems like it could be a good thing.
On January 13 2013 17:09 HypertonicHydroponic wrote: Well, with tomorrow being my actual birthday, I'm not as far along as I was planning to be right now so I doubt I'll make the deadline. Even if I can't make the competition deadline, in the spirit of participation, I'll post the resulting image when I finish in the next day or so. GL guys!
EDIT: by tomorrow I mean right now... I don't count my days until I get sleep. XD speaking of......
So yeah, birthday day was shot as far as mapping goes... not that I minded. XD So here's my late entry which is late, so I don't expect to be added to the pool. It has not yet been published and I think my working title is "Three Of Hearts", but I am open to suggestion. I decided to try a different kind of symmetry here... XD
As per usual the aesthetics are 1/10 @$5ed mainly just to denote the differences in land masses and ramps, and doodading is non-existant with the exception of LOS blockers and other game play functional things (there are a few pathing blockers here and there like in-between the halves of the island). Since it is not completely asymmetrical, it only adds one different game to the possible spawns, but I thought it would be a fun concept nonetheless.
It is probably not too clear from the screenshots since they are pretty low resolution, but since the topic was "multiple towers" ... I went a little overboard (17 towers!). XD Every main and natural has a tower (the middle has two), and there is a lot of tower overlap, so you can be scouting if you are being scouted. Sometimes this is at a distance, and sometimes this is just next to the cliff you are standing in front of. Hopefully it would make for some interesting shennanigans.
Thanks. When I make maps quickly vs. taking a lot of time on them it seems like people are more likely to like them.. maybe I overthink things and just mess things up when I take my time.
Another successful map jam! nice work to all who participated
Yeah, all the maps were super solid. I hope we don't get something intimidating like "3 player" next time.. it's more fun when there's a ton of submissions. Although I can't blame people who didn't do it this go around, I almost didn't make a map because I hate 3 player maps and had never made one before.
On January 17 2013 09:57 Fatam wrote: Thanks. When I make maps quickly vs. taking a lot of time on them it seems like people are more likely to like them.. maybe I overthink things and just mess things up when I take my time.
Another successful map jam! nice work to all who participated
Yeah, all the maps were super solid. I hope we don't get something intimidating like "3 player" next time.. it's more fun when there's a ton of submissions. Although I can't blame people who didn't do it this go around, I almost didn't make a map because I hate 3 player maps and had never made one before.
It's a little harder to make a "good" 3p map, but I think the big factor is it takes at least twice as long since every inch of the map requires attention to detail in placing terrain. I think I spent 4 absent minded hours while watching TV just filling in the different areas after I already spent 1 highly focused hour laying out the major features with a lot of measuring and adjusting. Sheesh.
I think my biggest issue w/ 3p maps is it's impossible to avoid 1 of the sides having completely different airspace than the other two, which can be imbalanced whenever banshee/drops are involved. I guess you can put some no fly zones to eliminate the space, but no fly zones are a little quirky.. it's definitely a flaw w/ the format
On January 17 2013 17:54 Fatam wrote: I think my biggest issue w/ 3p maps is it's impossible to avoid 1 of the sides having completely different airspace than the other two, which can be imbalanced whenever banshee/drops are involved. I guess you can put some no fly zones to eliminate the space, but no fly zones are a little quirky.. it's definitely a flaw w/ the format
I think you can make it work for the mains and nats if you really work on it. I wasn't quite able to do it on my map since I had to conform to the watchtower vision areas,
Anyway, getting something like fair airspace or something like that is probably more important than exact symmetry, considering you'll always have positional imbalance from being rotational.
Some concepts are more doable than others. Outlier, for instance, has pretty good balance... Maybe it's easier because the nats are towards the middle from the mains.