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TeamLiquid Mapping Contest #2 - Page 11

Forum Index > SC2 Maps & Custom Games
501 CommentsPost a Reply
Prev 1 9 10 11 12 13 26 Next All
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 25 2013 13:09 GMT
#201
On April 23 2013 18:56 Seeker wrote:
Show nested quote +
On April 22 2013 06:18 Superouman wrote:
Hey guys! Here is my submission for the contest!

+ Show Spoiler +
[image loading]

Why are the 3rds on high ground?
Maybe that was the original plan for the map but you can't do that in SC2 because of blink and warpins?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 25 2013 18:14 GMT
#202
--- Nuked ---
Duvon
Profile Joined October 2011
Sweden2360 Posts
April 25 2013 20:07 GMT
#203
Wow. Barrin, you are so cool.

Since I'm not as cool, I'll try say something on topic as well.
Uhm.
Like... Sadly I doubt I'll have my computer reinstalled in time to test any of the submissions before deadline.
I do hope for an innovative, balanced 4v4 map though.
Hmm, quick idea of that is a map where each player has a separate base, but they all funnel into the same quite close area (to keep reinforcement distances down), and the players closest to their opponents have dead-space to protect that side of their base better. Maybe, maybe not.
[image loading]
+ Show Spoiler +
I'm not being sarcastic here, Barrin really is really cool! Love for all the hard work he's done for this community.
Nothing is impossible, only some things for some people.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 25 2013 20:23 GMT
#204
@Duvon

I always like the Lava Flow concept for 4v4 maps you are describing above.

+ Show Spoiler +
[image loading]


To me the one fatal flaw of Laval Flow is that one player's main base is easily siegeable/cannon rushable from the low ground. I think the 4v4 pool could really use a better version of Lava Flow. All the shared base maps are getting pretty old to me, but the other side of the coin is that separate bases make defending hard in a gametype where defending is already extra hard.
~ ~ <°)))><~ ~ ~
Gfire
Profile Joined March 2011
United States1699 Posts
April 25 2013 20:34 GMT
#205
I think it would be cool to have the ramps closer together than Lava Flow, like that drawing seems to show.

I did kind of enjoy playing some team games where one of the mains could be easily harassed like that. IDK how sustainable that is long-term or if it would ruin it for people who played tons of games and have refined strats, but the ability to create strategies revolving around blink or siege tanks or whatever, even on a 1 base situation, was pretty fun for me. Kinda sucks for the player who spawns there, though.

IDK. I think I should maybe play more team games to get an idea of how to make team maps.
all's fair in love and melodies
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-04-26 22:20:38
April 25 2013 20:48 GMT
#206
On April 25 2013 20:30 SiskosGoatee wrote:
I guess I'll be submitting this guy since it's essentially the only map I made in a long time that respects all the rules of the contest (I like unconventional resource nodes).

[image loading]

Why yes, that is an island expansion that can easily be harassed from the high ground. Smallest 12 base map in the business.

*second smallest
Very good, though.
I should start working on my submissions now.
Edit: wait. how did you
Moderatorshe/her
TL+ Member
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2013-04-25 20:51:55
April 25 2013 20:50 GMT
#207
--- Nuked ---
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 25 2013 21:13 GMT
#208
On April 25 2013 22:09 SiskosGoatee wrote:
Show nested quote +
On April 23 2013 18:56 Seeker wrote:
On April 22 2013 06:18 Superouman wrote:
Hey guys! Here is my submission for the contest!

+ Show Spoiler +
[image loading]

Why are the 3rds on high ground?
Maybe that was the original plan for the map but you can't do that in SC2 because of blink and warpins?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=407642
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 25 2013 21:21 GMT
#209
On April 26 2013 05:50 Barrin wrote:
errybody post your maps! no secrets xD!

Make me :b
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
April 25 2013 21:39 GMT
#210
Why'd you put the island minerals on the inside, TT. Really? Come on man at least let the islands be semi-viable. Now there's no reason to take them at all. I really can't understand all the island hate TT.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 25 2013 21:41 GMT
#211
On April 26 2013 05:50 Barrin wrote:
errybody post your maps! no secrets xD!


A map maker never exposes his secret maps!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 25 2013 21:42 GMT
#212
On April 26 2013 06:41 IronManSC wrote:
Show nested quote +
On April 26 2013 05:50 Barrin wrote:
errybody post your maps! no secrets xD!


A map maker never exposes his secret maps!

Unless he's me! Because I'm pretty awful!
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 25 2013 21:47 GMT
#213
On April 26 2013 05:50 Barrin wrote:
errybody post your maps! no secrets xD!


Sure, why not!

These are the two 1v1 maps I will be submitting. Still messing around with team maps though...

Habitation Station:
[image loading]

Journey Overgrown:
[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 26 2013 00:30 GMT
#214
wow you did a pretty big overhaul to habitation station, it looks nice but the third is a tad bit exposed for my taste but other than that it's fine, i'll submit my maps in a couple of days more since i still have time to make them look prettier :3
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
rice_devOurer
Profile Joined July 2012
United States773 Posts
April 26 2013 05:22 GMT
#215
On April 19 2013 14:57 LastDance wrote:
time to make a sick rising larva map!! with deep freeze!

I can just imagine it already: MVP with his MMM composition out on the larva zone, then suddenly, without any notice what so ever a deep freeze hits! frozen in the larva zone, the surge timer ticks - 6, 5, 4, 3, 2 -unfreeze- MVP lifts and saves his units!!! and then MC flies in his phoenixes and cleans up the loaded medivacs.

gg

name of the map: + Show Spoiler +
punk hazard

in name of onepiece XD
IN SOVIET RUSSIA ノ┬─┬ノ ︵ ( \o°o)\ Table Flips you
Ferisii
Profile Joined February 2011
Denmark199 Posts
April 26 2013 06:10 GMT
#216
On April 26 2013 06:41 IronManSC wrote:
Show nested quote +
On April 26 2013 05:50 Barrin wrote:
errybody post your maps! no secrets xD!


A map maker never exposes his secret maps!


Think I'll even go as far, to make my maps downloadable over battle.net!
My following entries for this TLMC2

(2) Storby
[image loading]

(2) Grönplanet (Formely known as Hel, but map name publishing issues came up)
[image loading]

So, those who wants to take a closer look, feel free to check it out in the editor.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-26 08:13:10
April 26 2013 08:12 GMT
#217
On April 26 2013 05:50 Barrin wrote:
errybody post your maps! no secrets xD!

I'm workin on it jeeze XD

My stable of maps are all non Blizzard compliant, have to come up with fresh from scratch
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
April 26 2013 09:00 GMT
#218
no reason to post maps yet.. plenty of time left to polish + less likely someone has time to steal an idea from your map (if it's a good one) if you post later
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-04-26 10:08:22
April 26 2013 10:06 GMT
#219
On April 26 2013 06:13 NewSunshine wrote:
Show nested quote +
On April 25 2013 22:09 SiskosGoatee wrote:
On April 23 2013 18:56 Seeker wrote:
On April 22 2013 06:18 Superouman wrote:
Hey guys! Here is my submission for the contest!

+ Show Spoiler +
[image loading]

Why are the 3rds on high ground?
Maybe that was the original plan for the map but you can't do that in SC2 because of blink and warpins?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=407642


Illustrates why Space Platform in BW is just better than the other tilesets, that one extra lower level to work with that is buildable.

On April 26 2013 06:39 Qwyn wrote:
Why'd you put the island minerals on the inside, TT. Really? Come on man at least let the islands be semi-viable. Now there's no reason to take them at all. I really can't understand all the island hate TT.
Seemed like a more interesting thing than putting rocks there, obviously just a normal Island isn't going to work. T is just going to float a CC there. Now they can do that but get ready at stalkers or mutas and hydras hitting the lines.

Anyway, the map has 5 bases per player without the island which is okay for a map that is this short and rushy.

On April 26 2013 18:00 Fatam wrote:
less likely someone has time to steal an idea from your map (if it's a good one) if you post later
Why is this a bad thing?

Oh wait, silly me, I forgot, we're not out to actually help the scene, we're out to get our maps played on the ladder and acquire fame, fast cars, money and beautiful women. Silly, silly me for for a second assuming it was about getting good maps on the ladder rather than getting our own maps on the ladder.

On April 26 2013 15:10 Ferisii wrote:
Think I'll even go as far, to make my maps downloadable over battle.net!
This chick gets it
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 26 2013 12:30 GMT
#220
On April 26 2013 19:06 SiskosGoatee wrote:
Show nested quote +
On April 26 2013 18:00 Fatam wrote:
less likely someone has time to steal an idea from your map (if it's a good one) if you post later
Why is this a bad thing?

Oh wait, silly me, I forgot, we're not out to actually help the scene, we're out to get our maps played on the ladder and acquire fame, fast cars, money and beautiful women. Silly, silly me for for a second assuming it was about getting good maps on the ladder rather than getting our own maps on the ladder.

Basic conventions of innovation: the people who put in the time and resources to develop something new deserve incentive to do so. This incentive is realized in a simple form of temporary competitive advantage, whether it's done through patent law in the real world or withholding the design details of a new map in SC2 for a competition like TLMC until sometime closer to the submission deadline. Nobody's stopping you from using those ideas the moment they're released by the original author -- something that helps the scene as a whole.
Twitter: @iamcaustic
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