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Map Jam & Challenge #5 - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 6 Next All
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 19 2013 01:18 GMT
#41
[image loading]

My submition, i would love to work more on the texturing side but i have other things to do tomorrow so this will have to be enough :b

It doesn't have a name yet, i just suck at naming things (probably coz english isn't my mother language, but wherever), so i'll take any name you guys throw at it.
@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.
Quakecomm
Profile Joined April 2012
United States344 Posts
Last Edited: 2013-05-19 01:23:54
May 19 2013 01:23 GMT
#42
On May 19 2013 10:18 Uvantak wrote:
[image loading]

My submition, i would love to work more on the texturing side but i have other things to do tomorrow so this will have to be enough :b

It doesn't have a name yet, i just suck at naming things (probably coz english isn't my mother language, but wherever), so i'll take any name you guys throw at it.

Name: Penishighground-less
gorkey island is the only good map
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 19 2013 01:24 GMT
#43
Call it 'Super Jungle Sands'.
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 19 2013 01:52 GMT
#44
Phaeton Lagoon (152X108) [NA]

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+ Show Spoiler +
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~ ~ <°)))><~ ~ ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-05-19 02:42:02
May 19 2013 02:27 GMT
#45
I'll go with Super Jungle Sands since i'm not too sure if i can upload a map with a penis in his name AND layout without getting my account suspended...

I'm uploading it to AM atm

//EDIT//

KTV Super Jungle Sands avaliable in AM and EU!
@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.
Fatam
Profile Joined June 2012
1986 Posts
May 19 2013 03:05 GMT
#46
Monkey Business
116x144

NA EU KR SEA

[image loading]

  • Tar pits reduce all units' ground movement speed to 0.8. This means it takes any ground unit around 12 seconds to get through the pits (I played around w/ the numbers and this felt like the right value). When I first played with snare patches in the editor I stuck with the default % reduction method (instead of a flat maximum value), trying 20 and 25% movement speed, but then found that this overpunished 2.25 units for the sake of preventing speedlings from being OP. Plus, this way your units stay together if they're trying to make it through.. so I think this is a much more elegant version of the snare patch.

  • I think it can be viable to attack through the tar pits at times. It's sort of functions like a nydus in that it serves to punish greedy play or allows for a sneak attack. It's harder to shut down than a nydus in that you can't just kill the worm, but the enemy also has to travel across the map to use it. In any case, if you have something there to spot and aren't being too greedy you should be ok.

    Keep in mind that if the army coming through the pits is a strong ranged army and you lack the means to deal with it any time soon, then movement speed doesn't really matter much and it will be a problem for you regardless of it taking them 12 seconds to get through. (unless you have something w/ superior range that can kite them while they come through)

  • XNT guarded by rocks in your main.. once you get it you can spot stuff coming through the tar pits or through the forward third.

  • Air/drops are likely to be strong on this map so the main mineral line is turned around to help. Also the chasm behind the main helps a little with simcity if your main is breached via the tar route.

  • All pods are droppable except the natural overlord spots. The ones in the center have rocks on them due to how strong they are.. you shouldn't be able to get them immediately.

  • Barest of barebone aesthetics just to make the map readable/show passability. If people like the map I'll finish the aesthetics and make the tar pits blend better or change the model to something else. And probably add some LOS blockers in a couple places as well.
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
Fatam
Profile Joined June 2012
1986 Posts
May 19 2013 03:11 GMT
#47
Just wanted to say that this Map Jam's restrictions were pretty limiting.. no ramps is especially cruel because they're pretty much the best feature in SC2, despite highground being much weaker than in BW. I thought to make a 3p map because it works well with the no ramps restriction, but then 116 or less makes 3p a bitch.

Hopefully we get more than like 4 submissions b/c of the no ramp thing lol
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
Quakecomm
Profile Joined April 2012
United States344 Posts
May 19 2013 03:46 GMT
#48
On May 19 2013 11:27 Uvantak wrote:
I'll go with Super Jungle Sands since i'm not too sure if i can upload a map with a penis in his name AND layout without getting my account suspended...


aw...
gorkey island is the only good map
Ruinsteel
Profile Joined April 2012
United States43 Posts
Last Edited: 2013-05-19 04:39:09
May 19 2013 04:38 GMT
#49
Love the tar pit concept Fatam! That could make for some really interesting games . All the maps submitted so far are looking pretty good, and I hope there are some more submissions before the Map Jam is over.

On another note, I couldn't leave my map untextured. Decided to add a couple doodads in unplayable areas and texture the map. Not finishing the map was eating away at me all day .
Coppermantis
Profile Joined June 2012
United States845 Posts
May 19 2013 06:16 GMT
#50
Dunno if the deadline is past yet, but...

Beachside Excavation
[image loading]

No penises, but the middle kind of (accidentally) looks like female reproductive parts, so that counts for something, right?
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 19 2013 06:38 GMT
#51
It's pretty limiting to have no ramps, but it's really cool to see everyone's way of getting around it, especially for the main base.

And yes, of course, I have a map to submit, but I accidentally made it really big, so my aesthetics will take a couple hours more. Live with it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 19 2013 06:58 GMT
#52
My submission: (2) Broken Moon

Sorry for the hastiness, I was out of town most of the day but I wanted to participate!
[image loading]
SC2 Mapmaker
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 19 2013 07:20 GMT
#53
On May 19 2013 10:52 TheFish7 wrote:
Phaeton Lagoon (152X108) [NA]

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+ Show Spoiler +
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I am all over this. So cool!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-05-19 10:16:35
May 19 2013 10:14 GMT
#54
TimeTwister wouldn't let me do anything for his super special beach map, so secret weapon time.

Map Name: Ahola
Size: 116x168
[image loading]

+ Show Spoiler [close-ups] +
[image loading]

[image loading]

[image loading]

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[image loading]


I was tempted to call it Baron Aloha, but remembered it had to be the name of a map. Sorry.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-05-19 11:41:52
May 19 2013 11:23 GMT
#55
Infallible
116x164

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+ Show Spoiler [pics] +

[image loading]
[image loading]
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Semi in base natural. Main has two entrances (long way through natural) until you break the rock tower. Or you can wall at the rock tower. Long debris gets you much closer access to your towers and a 4th, but also opens to the natural. High ground above tower is pathable.

The idea with the corner high ground is that it's easier to harass because you can unload/nydus on the far side which is also closer by air and then move in a big army instead of unloading on top of defenses. It's also better for zerg to nydus since you get 2 bases out of it. And you can easily check a CC float with the tower.



I also really wanted to make a 3p (no ramps) but my only idea was to make an asymmetrical with these bounds, and ..eh no thx.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 19 2013 11:32 GMT
#56
On May 19 2013 19:14 NewSunshine wrote:
TimeTwister wouldn't let me do anything for his super special beach map, so secret weapon time.

Map Name: Ahola
Size: 116x168
[image loading]

+ Show Spoiler [close-ups] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I was tempted to call it Baron Aloha, but remembered it had to be the name of a map. Sorry.


lol Ahola
Mapmaker of Frost, Fruitland and Bridgehead
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 19 2013 11:47 GMT
#57
Shit, I forgot to explain why my map is clever.

+ Show Spoiler [map] +
[image loading]


-Since there's no ramp anywhere, the LoS blockers make the main wall-off a bit... interesting. To offset your complete and total lack of vision, the wall-off requires only 1 rax and 1 depot, just like the natural choke on Zerus Prime.

-Your 3rd and 4th bases will most likely be the island by the nat, and the base behind the rock tower. But since the island can be harassed from the high ground nearby, knocking down the rocks protects both expansions by ground.

-The main is oriented in a way that makes it vulnerable by air. You can take one of the central expansions to establish a strong position on the ground, but this pulls you further away from your main, where it becomes very vulnerable. You can counteract this by setting up at the gold base, and at the 3/9 o'clock base, but this spreads you far apart on the ground. Something to think about. The gold bases have 2 unbuildable rocks blocking them each, and they are also islands. Get Ventral Sacs zergbuddies

-The Xel'Naga towers: these are awesome imo. They watch the point where the flank path and the short rush path converge, spotting a wide range of ground movement, but a winding path across the map can avoid both towers. They also watch over the gold base, revealing if it's been taken, or if either or both of the rocks has been destroyed. Finally it watches over the air space behind your exposed main base, but not all of it. A drop going along the very outside of the map will remain unseen.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 19 2013 11:53 GMT
#58
@sunshine That might be the sexiest tower I've ever seen. I really wish there were more maps that had airspace towers.
Comprehensive strategic intention: DNE
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2013-05-20 07:08:23
May 19 2013 14:00 GMT
#59
Somehow I managed to wake up at 10 am after ~4 hours of sleep and saw this thing and immediately though "island map" so I decided I'd have to make one.

Didn't notice the optional things until way late so it took some retrofitting but managed tuck it all in there pretty thematically.

116x144
Map name: Capitalism
[image loading]

My editor is ultra messed up though, (its some sort of half patched WoL version?) so the lighting seems pretty iffy.

Anyways time for some food
ESV Mapmaking!
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-05-19 14:18:39
May 19 2013 14:12 GMT
#60
The Jam is now closed! If you had something super duper special and haven't posted it yet... maybe we can push it in there, but probably not.

And so many submissions, too! While no ramps is hard I had a lot of fun with it. I also thought Island map but wanted to have a short rush distance in addition to forcing drops/air. That's part of why I didn't have many bases in the middle ground (@EatThePath). A pretty sweet mix of weird things and pretty much standard. I hope we get to see some games on at least one of these in the upcoming show, see if we're no longer bound by 1 ramp down mains.
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