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![[image loading]](http://i.imgur.com/YMX42qG.jpg)
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.
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On May 19 2013 10:18 Uvantak wrote:![[image loading]](http://i.imgur.com/YMX42qG.jpg) 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
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your Country52797 Posts
Call it 'Super Jungle Sands'.
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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!
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Monkey Business 116x144NA EU KR SEA![[image loading]](http://i.imgur.com/Ct32Wt3.jpg)
- 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.
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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
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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...
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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 .
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Dunno if the deadline is past yet, but...
Beachside Excavation
![[image loading]](http://i.imgur.com/BeL32Zw.jpg)
No penises, but the middle kind of (accidentally) looks like female reproductive parts, so that counts for something, right?
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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.
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My submission: (2) Broken Moon
Sorry for the hastiness, I was out of town most of the day but I wanted to participate!
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On May 19 2013 10:52 TheFish7 wrote:Phaeton Lagoon (152X108) [NA] + Show Spoiler + I am all over this. So cool!
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TimeTwister wouldn't let me do anything for his super special beach map, so secret weapon time.
Map Name: Ahola Size: 116x168
![[image loading]](http://i.imgur.com/ywwcQd3.jpg)
+ Show Spoiler [close-ups] +
I was tempted to call it Baron Aloha, but remembered it had to be the name of a map. Sorry.
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Infallible 116x164
![[image loading]](http://i.imgur.com/i72j0QN.jpg)
+ Show Spoiler [pics] +
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.
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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: AholaSize: 116x168 + Show Spoiler [close-ups] +I was tempted to call it Baron Aloha, but remembered it had to be the name of a map. Sorry.
lol Ahola
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Shit, I forgot to explain why my map is clever. 
+ Show Spoiler [map] +
-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.
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@sunshine That might be the sexiest tower I've ever seen. I really wish there were more maps that had airspace towers.
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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]](http://i.imgur.com/b7AbgsW.jpg)
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
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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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