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On February 10 2013 01:27 RFDaemoniac wrote:Yes, 130x130 is playable The main could be the highest, and the natural can be lower than the main, but at some point before crossing the halfway of the map you should have to start going uphill. Crossfire does this well, too + Show Spoiler +EDIT: From Barrin's thread, this is one of his maps that has a particularly strong use of it + Show Spoiler + I see... Crossfire is very fitting for these terms so I think we will see at least some remakes of that map here.
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130x130 isn't even that small.
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Mapname: Lunar JamMap bounds: 124x116
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Name: Viridian Valley Playable 128x128
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Cool maps popping in already. Can't wait to see the rest
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Name: Delusion Playable Bounds: 128x120
IDK for sure whether it's published quite yet... Not sure since the global play and everything. I think it might only be on hots beta but not wol yet. I'll try to get it up to at least NA.
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Name: Tazal Bounds: 124x127
I can't upload from the HotS editor for some reason, tells me that there's a game client version mismatch with the selected region. If I can get it working I'll put it up.
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On February 10 2013 05:07 wrl wrote:130x130 isn't even that small. I know! My suggestion was 120x120, but you know how random is. Basically these maps will all be completely viable for competitive use. Which is kind of interesting too.
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This map is still within bounds, but its not 130x130, its 100x160. I used some cool ideas such as an in-base expansion and a gold base, but these bases have their back to a space which can be used for harass, I think it should turn out fine.
In a way this map reminds me of Jungle Basin, because of the in-base expo and the strong middle, but I think it should play out much better due to the many attack paths and the possible expansions. Also there is a relatively small choke in the middle, so it should be possible for a stalemate at the middle while both try to somehow harass while maintaining enough force to defend their own gold base.
Also, there are a few high ground pods that can be dropped on, they are in the middle by the gold, and near the rocks by the 3rd. These pods should allow for some creative play to be done here to deny / punish greedy expanding. We'll see ^^
Name: Ruin Mountain Published on: EU
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This is a really cool set of rules this time around. I am going to try and submit something if i can find time maybe later tonight. Crevasse is another example of forward high ground; I miss that map.
+ Show Spoiler +
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Spire Island Uploaded on NA 126x126 playable bounds Edit: Updated the center of the map to be more interesting, see spoiler tag for previous version. + Show Spoiler +
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Good topics hopefully ill get a chance to make something up today
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really tiring day and i'm feeling pretty uninspired right now, so probably not going to do anything. A lot of the submissions look good so far so I would have my work cut out for me anyway! GL
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On February 10 2013 08:21 lorestarcraft wrote:I know! My suggestion was 120x120, but you know how random is. Basically these maps will all be completely viable for competitive use. Which is kind of interesting too.
Mine was roughly the same. I'm about to release a totally playable 120x116.
Edit: I like the shape of spire island, but it is unplayable due to how close the natural ramps are.
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Well, the measure distance tool says its about 75, which is the same with Cloud Kingdom, so I wouldn't think it's too bad. But, I haven't actually tested the map, so it's very much possible that it doesn't play out well. Cloud Kingdom is also set up in a fairly different way, and I'm not sure how accurate the measure distance tool is.
Still had fun doing this so it's not a big deal, plus I could always stretch it or make changes after the contest .
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On February 10 2013 14:10 Ruinsteel wrote:Well, the measure distance tool says its about 75, which is the same with Cloud Kingdom, so I wouldn't think it's too bad. But, I haven't actually tested the map, so it's very much possible that it doesn't play out well. Cloud Kingdom is also set up in a fairly different way, and I'm not sure how accurate the measure distance tool is. Still had fun doing this so it's not a big deal, plus I could always stretch it or make changes after the contest .
The difference is that you don't have to take the natural ramp on CK, you can walk over to the third instead. It would just be extremely difficult to take any additional bases on your map. That said, the only reason I'm commenting on it is because I like the idea.
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Name: Seedy Underbelly Uploaded on NA Playable Bounds: 100x100
Dual ramped low ground mains; cannot be fully walled from top of ramps; cannot be fully walled from bottom of external ramps; super narrow passages allow largest unit pathing. Cramped, simple, elegant, rediculous. Cheese away my friends, cheese away...
+ Show Spoiler [angled view] +
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Knocked this up in about 6 hours today. Didn't have as much as time as I had hoped, moving housemates!
Aesthetics are obviously nowhere near finished.
[M](2) Unearthed
Close-ups in spoiler. + Show Spoiler +
Edit: Ignore the nexus the mains are in the top left and bottom right corners.
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Okay, these are all great! The Jam has ended and I will update the OP with a poll. Feel free to PM me with your extra vote
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