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Better than Blizzard Map Challenge - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
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SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-06-24 20:57:07
June 16 2013 20:23 GMT
#81
On June 16 2013 14:36 RFDaemoniac wrote:
What is the significant difference between making a 4 that is cross spawn only into a 2p map? And we've already accepted a submission that takes a 4p that wasn't cross spawn only and made it so (which is totally reasonable). So where's the line in doing both of these things? For example, I think Siskos' remake of Antiga shipyard is pretty great and totally qualifies for this, even though he switched it from a 4p cross only to a 2p.

[image loading]
I formally submit this one by the way if I still can.

Edit well, the second edition:

"New Amsterdam Medical SE"
size: 162, 172

[image loading]

Couple of minor changes

From Antiga Shipyard
Size: 132, 136
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 16 2013 21:14 GMT
#82
Submitting the first of potentially 2 entries.

Name: Ethermater
Playable: 136x128
[image loading]

+ Show Spoiler [Aesthetics] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Based on Eternal Scar
Playable: 132x132
+ Show Spoiler +
[image loading]


The most notable new feature is the change to the gold base, which is now a double-sided mineral wall. With the changes in terrain, this allows the gold to still be easily harassable. Also, in the event of taking the low ground third, you can begin mining the gold minerals if your opponent starts harassing via the high ground ledge. And once the minerals are mined out, an additional path across the map opens, where notably the original map has only 3 real paths across the map.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 16 2013 21:19 GMT
#83
Is that a Blizzard map/ I've never seen it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 16 2013 21:20 GMT
#84
http://us.battle.net/sc2/en/media/videos/?view=heart-of-the-swarm-battle-report-3

Indeed it is.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
June 17 2013 13:35 GMT
#85
I started working on this but didn't have enough time to really get the aesthetics done; I'm just going to post what I have. The texturing is pretty much done, but sadly I didn't have enough time to do as much doodading as I would have liked, and I'm not going to have any more time in the next week. Here's the map!

Daelaam Shipyard (132x136)
+ Show Spoiler +
[image loading]
[image loading]


Details:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Original: Antiga Shipyard (132x136)
+ Show Spoiler +
[image loading]
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Sumadin
Profile Joined August 2011
Denmark588 Posts
June 17 2013 18:06 GMT
#86
Reduced expansions are not allowed, as per ladder rules.

Still intresting rework.
The basic key to beating a priest is playing a deck that is terrible.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-06-25 20:21:33
June 18 2013 01:07 GMT
#87
Burial Ridge
by Coppermantis

[image loading]

Original (Burial Grounds):

+ Show Spoiler +
[image loading]


Aesthetics:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Original Bounds: 132x132

New Bounds: 148x145

This was an interesting one to work with, what with the highground ridge in the center and low-ground mains. I've lifted the mains one level, added a central path through the highground and adjusted the base layout.
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2013-06-18 14:52:08
June 18 2013 14:51 GMT
#88
Does modifying a campaign map count?

I've been thinking one of the swarm campaign maps would make a good melee map for awhile.
Cereal
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2013-06-18 15:53:56
June 18 2013 15:50 GMT
#89
I'd say yes it's valid since the point of the contest is to modify Blizzard maps to make them viable. Taking maps that are already good and moving things by a few pixels would make no sense. Also I don't see any reason to limit your creativity considering what we have on the ladder at the moment. Korhal Sky Island is a perfect demonstration the so called ladder rules don't exist, only in the mapping community's mind. Old maps (like Kulas Ravine) also had reduced expansions so go ahead and unleash your creativity !
Timetwister22
Profile Joined March 2011
United States538 Posts
June 18 2013 15:57 GMT
#90
I would say no, because the original is not a melee map. The purpose is to show the public that community melee mapmakers are just as good, if not better, than blizzard melee mapmakers. Turning campaign map into a melee map does not demonstrate that point.
Former ESV Mapmaker | @Timetwister22
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 18 2013 16:01 GMT
#91
Somehow knew that chuky and timetwister would respond first with opposite opinions ><
I say no because campaign maps have features that were tailored to a specific scenario and were therefore not designed for multiplayer use. Also, most people don't know what the maps actually look like, they aren't symmetrical, and they often have few bases and tons of 'dead space'. Converting one of these maps to melee would make it completely different.
ModeratorI am still alive, somehow
TL+ Member
chuky500
Profile Blog Joined March 2010
France473 Posts
June 18 2013 16:07 GMT
#92
If your map isn't too different from the original it doesn't show you're better than Blizzard, it only shows that the original map was good.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 18 2013 16:14 GMT
#93
If your map improves on the original without being too different it shows that you are good enough at mapmaking to make a blizzard map better, which is sort of the point of this challenge.
ModeratorI am still alive, somehow
TL+ Member
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-06-18 16:35:53
June 18 2013 16:34 GMT
#94
On June 19 2013 00:50 chuky500 wrote:
I'd say yes it's valid since the point of the contest is to modify Blizzard maps to make them viable. Taking maps that are already good and moving things by a few pixels would make no sense. Also I don't see any reason to limit your creativity considering what we have on the ladder at the moment. Korhal Sky Island is a perfect demonstration the so called ladder rules don't exist, only in the mapping community's mind. Old maps (like Kulas Ravine) also had reduced expansions so go ahead and unleash your creativity !
Kulas Ravine and Sky Island do not have any other resource nodes than 8m2g and 6hm2g as far as I know.

On June 19 2013 00:57 Timetwister22 wrote:
I would say no, because the original is not a melee map. The purpose is to show the public that community melee mapmakers are just as good, if not better, than blizzard melee mapmakers. Turning campaign map into a melee map does not demonstrate that point.
The public already knows this.

The point is that the community mapmakers make maps for platinum and above and Blizzard has to consider the lowest depths of bronze when they make their maps and have to make concessions.

Another point is that Blizzard, unlike the protoss playing part of the mapmaking community also likes a modicum of variety in their maps and actually thinks it's good for the spectator value of this sport if we don't see FFE every single PvZ.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-06-18 17:13:07
June 18 2013 17:12 GMT
#95
On June 19 2013 01:34 SiskosGoatee wrote:
Show nested quote +
On June 19 2013 00:50 chuky500 wrote:
I'd say yes it's valid since the point of the contest is to modify Blizzard maps to make them viable. Taking maps that are already good and moving things by a few pixels would make no sense. Also I don't see any reason to limit your creativity considering what we have on the ladder at the moment. Korhal Sky Island is a perfect demonstration the so called ladder rules don't exist, only in the mapping community's mind. Old maps (like Kulas Ravine) also had reduced expansions so go ahead and unleash your creativity !
Kulas Ravine and Sky Island do not have any other resource nodes than 8m2g and 6hm2g as far as I know.

The backdoor bases on Kulas Ravine each have 7 minerals - also, the old 3v3 map Arakan Citadel has 2 min only gold bases with 7 minerals each.
vibeo gane,
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 18 2013 17:17 GMT
#96
Oh yeah wow, you're right. Looking back there actually used to be a lot of maps with unusual resource layouts.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
chuky500
Profile Blog Joined March 2010
France473 Posts
June 18 2013 17:52 GMT
#97
Korhal Sky Island has custom 2x2 debris with 400 hp instead of 2000. It was forbidden by the TLMC but not by Blizzard since they've put it on the ladder.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 18 2013 18:08 GMT
#98
2x2 debris is in the editor actually, not sure if it has 400 hp.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
June 18 2013 20:14 GMT
#99
I think it's the standard 2000.
vibeo gane,
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-06-21 08:09:55
June 20 2013 23:08 GMT
#100
TPW Whispering Sands WIP
by Samro
148x128

[image loading]

Based on Blistering Sands by Blizzard (138x110)
+ Show Spoiler +
[image loading]


Features
+ Show Spoiler +
  • there is a backdoor to the nat which is not that far away for comitted attacks
  • there is a very harassable third that is easily accessed from all four directions, the other third added in the position of the main backdoor is even more open for straight forward attacks.
  • the tower does not provide vision for units without air support
  • with all rocks taken down five or even four bases are not so easily kept
  • LoSBs in the long end of the main for drops
  • big main cliffs beiing walkable almost everywhere, big main invites drops, sneaky pylon, nydus, etc


Concept
+ Show Spoiler +
What was especially strong in Blistering Sand's concept is the main backdoor. Consequently build-up was slow and you would never transfer easily into a macro game, because you just had to provide defense. Hence games developed slower and played out more aggressively than on other maps.
I did not want to keep the main backdoor (which was pretty much the shortest path) to direct these attacks along this one axis, but i wanted to keep the idea of strong aggressive openings and timing attacks. In midgame we can expect constant denial of fourths or even thirds.


Images
+ Show Spoiler +
[image loading]

[image loading]


[image loading]


edit: features + concept
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