Map Jam & Challenge #5 - Page 2
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SidianTheBard
United States2474 Posts
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EatThePath
United States3943 Posts
On May 17 2013 00:50 SidianTheBard wrote: It's unfortunate because this weekend I'm actually going camping with some buds. I did send my topic in though, so even though I won't be able to create a map, I'll definitely be looking forward to the submissions when I get home late sunday. :D Will you have a phone? Just napkin your map and send it in. PURE LAYOUT | ||
RFDaemoniac
United States544 Posts
1# No ramps, can have high ground and low ground though 2# Tall Map. Maximum map Width is 116 | ||
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The_Templar
your Country52797 Posts
EDIT: Are 2v2 maps allowed? | ||
Dellron
United States69 Posts
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a176
Canada6688 Posts
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The_Templar
your Country52797 Posts
I'm considering this concept: + Show Spoiler + Bounds are 108*189 Start locations are bottom left and bottom right. | ||
ScorpSCII
Denmark499 Posts
On May 18 2013 23:19 The_Templar wrote: Nice topics :D EDIT: Are 2v2 maps allowed? Anything can go as long as it fits the topics. On May 18 2013 23:41 Dellron wrote: what do you mean by advertising, like just some doodads or somthing else. and what is a "penis highground" [M] (2) Incurs On May 18 2013 23:51 a176 wrote: 116 playable? Always playable. | ||
RFDaemoniac
United States544 Posts
also the top side of the bottom right main will be blocked with doodads so that reapers can't get in/out. EDIT: updated a bit. the short rush distance is actually totally reasonable, so I removed the minerals. EDIT2: I didn't have any more time to work on it after trying out things I didn't like, so this is my submission. Name is Kersmeffle :D + Show Spoiler + | ||
Uvantak
Uruguay1381 Posts
![]() Just messing around, not penis yet, i need to think how to get that thing in without making it too obvious nor messing with the map desing :| | ||
TheFish7
United States2824 Posts
+ Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() | ||
EatThePath
United States3943 Posts
@RFD: That's pretty cool 2entrance main design. I'm worried about having no lategame bases (nothing past 3) without getting to the lowground. Seems pretty rough for zvt. Maybe you can add a base somewhere that is far by ground but not a different cliff level? @unvantank: I don't think you need the little holes adjusting the openness. Nowhere on the map right now is really huge open area so I think it's fine, especially those are in more lategame areas. Also the gold bases are already in winner's base positions and are easiest for terran by far (even if there's rocks blocking or something). Maybe they can face the other way and be backed up a little to make them more reasonable options for a special 4th base strategy or something? I know these are for fun, but I still like to analyze them. I think it's instructive for "real" mapping! ^^ @Fish: so inspiring XD | ||
Ruinsteel
United States43 Posts
![]() Initially, I was pretty happy with how my map turned out. Then I realized that while it was 116 width, the height was about the same when I massively shrunk the bounds. + Show Spoiler + (Not sure why the picture got cut off). With this unfavorable outcome, I decided to just make the map a 4-player map. It was something that I didn't want to do, but I also didn't want to come up with a whole new layout. I planned on doing the jungle / beach aesthetics, but now that it's a 4-player map, the ideas that I had for texturing are no longer possible. I present to you: Shattered Dreams [NA] 116x152. + Show Spoiler + Vertical spawns are disabled. Hopefully in the near future, I'll be able to come up with an interesting map concept that I'll be happy with ![]() <<EDIT>> Added textures and fog,made slight changes and added a couple doodads. Previous Version: + Show Spoiler + | ||
EatThePath
United States3943 Posts
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iHirO
United Kingdom1381 Posts
On May 19 2013 04:16 EatThePath wrote: Since the aesthetic topics are just for fun, can I add one? I'd like it if we weren't complete chauvinists and you can get bonus points for female reproductive organs as well. Ovary highgrounds etc. Female genitalia maps have been done already. http://wiki.teamliquid.net/starcraft2/Tyrador_Keep | ||
EatThePath
United States3943 Posts
On May 19 2013 05:01 iHirO wrote: Female genitalia maps have been done already. http://wiki.teamliquid.net/starcraft2/Tyrador_Keep I know! It's great! We shouldn't limit ourselves. ![]() | ||
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The_Templar
your Country52797 Posts
On May 19 2013 04:14 TheFish7 wrote: No ramps eh? Thats kind of a tough one. Well here are some inspirational pictures of some old maps that didn't rely on ramps. + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() ![]() | ||
Coppermantis
United States845 Posts
![]() Not finished, but this is what I have so far. | ||
Uvantak
Uruguay1381 Posts
Seen these maps i just couldn't stop thinking about Hunters, i'm glad i wasn't the only one ^^ On May 19 2013 04:16 EatThePath wrote:@unvantank: I don't think you need the little holes adjusting the openness. Nowhere on the map right now is really huge open area so I think it's fine, especially those are in more lategame areas. Also the gold bases are already in winner's base positions and are easiest for terran by far (even if there's rocks blocking or something). Maybe they can face the other way and be backed up a little to make them more reasonable options for a special 4th base strategy or something? I know these are for fun, but I still like to analyze them. I think it's instructive for "real" mapping! ^^ About the holes, i really like those, for some reason i have always liked these small holes and the dinamic it creates, slow armies, it gives a easy fortifiable position even if it is in a open area, so in any oportunity i have i add those, since it makes the players think about the terrain :3 In the gold expands i was just messing around, i like when maps use them in the center, but as you said when that happens sadly it's always a "winner position", and for the map since i had those holes in the center doing nothing and the map is not going anywhere, why the fuck not add some funky things on it? That looks extremelly nice Coppermantis, are those the bridges that can be retracted right?? | ||
moskonia
Israel1448 Posts
![]() Anyways the restrictions are really nice, the maps seem really unique. I think that a cool thing to do to make ZvZ good is to put creep instead of other means of blocking the main choke, this lets zerg the ability to block off the entrance, although I guess this is not a must, but it should make the ZvZ matchup better in a flat main choke map. Another idea is what I used on my draft, which is to make rock towers above the main choke so its breakable, thus making early aggression much weaker, although still allowing scouting. | ||
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