Process Send your idea for an interesting topic to the event's administrator via a private message to The_Templar. Two topics are randomly selected using randomizer.org at the start of the event, and then immediately made official. This way, no "cheating" can occur, and the administrator can technically participate as well.
Make sure you read the How does it work? section as well and feel free to ask additional questions in this thread.
What is the Map Jam & Challenge? The Map Jam & Challenge is a format by and for the community. The Map Jam & Challenge is a regular map making competition. The Map Jam & Challenge wants you to be creative and quick. The Map Jam & Challenge provokes thinking outside the box.
This is a format developed collaboratively by Samro and Scorp, and was motivated by MotM, CSL Map Jam and the Map Making Challenge.
Why do this? It is all about challenging your fellow map makers with some strange idea and together do a 24h map making jam that will produce innovative, fun and crazy maps. From this format ideas may emerge that can be implemented to competitive maps - or maybe not. There is nothing to win like beta keys, sorry for that. I have no give aways, no tshirts. Also I do not own this format. This is an idea that i hope can be run by the community itself, without judges, organization, etc.
I know many will appreciate this. Here it is all about making maps. These may or may not be played. This is not the biggest point. We are looking for new ideas in maps and for new ways to make maps.
How does it work?
Runs monthly.
24 hours to allow all timezones a few hours. Is held in the weekend to allow the most people to participate.
All participants send one topic to the admin via PM, e.g. 'rocks' and 'low main'.
By a randomized process two topics are selected among all entries and made public to start the Map Jam & Challenge. This aspects helps to have no 'cheating' like preparing a map to give yourself more time.
Within the 24 hours participants post the overview in this thread and upload their map to EU/NA (ask your fellow map makers at EU/NA)
Public Vote decides on the winning map. Map makers who think they have the edge in evaluating how good a map is, can message the admin with their choice to have a double-vote.
Win = Fun & Fame
Map Jam & Challenge #6 The Map Jam & Challenge starts Saturday, Jun 15 3:00pm GMT (GMT+00:00) and runs 24 hours. Topics need to be sent to The_Templar via PM until one hour before the challenge starts. This gives the admin one hour to randomly select the double-topic. Via PM we will keep all ideas secret and fresh for the next round maybe and the double-topic is quite a surprise for everyone.
Topics will be announced in this thread.
The previous events were administrated by Scorp, Samro, and RFDaemoniac. In future events, other community members may administrate as well. If you are interested in administration please notify the admin of the most recent map jam.
Poll: Do you want suggested topics to be revealed unless stated otherwise?
Yes (6)
86%
No (1)
14%
7 total votes
Your vote: Do you want suggested topics to be revealed unless stated otherwise?
Another map jam! Can't wait to get no votes again . But, in all seriousness, I love when these are up. I may have taken a break from normal map making (I made like what? 1 somewhat acceptable map? ), but I always seem to do these if I have the time / the topics aren't too brutal (The 3-player map topic from #3 kicked my ass). Looking forward to this as always!
How do people feel about making all of the submitted topics from previous jams public? It might help to inspire people who are looking to make a more serious map. One potential downside is that it will lessen the surprise from topics that haven't been used yet if they come up in future competitions, but I don't think that this is really that big of an issue.
On June 13 2013 05:56 RFDaemoniac wrote: How do people feel about making all of the submitted topics from previous jams public? It might help to inspire people who are looking to make a more serious map. One potential downside is that it will lessen the surprise from topics that haven't been used yet if they come up in future competitions, but I don't think that this is really that big of an issue.
It's a good idea, except I think you should check first in case someone wants to resubmit their topics if they weren't picked yet. But that's not realistic, so I guess if enough people say yes go ahead.
The_Templar, when you randomly pick the topics, could you also put a poll in the OP that asks "Do you want suggested topics to be revealed unless stated otherwise?" With answers "Yes", "No", and "I don't care"
And then if you don't want it to be revealed if it's not picked just say so when you PM your topic in (and retroactively PM previous admins if you don't want your topics revealed). The topics probably wouldn't have the suggester's name next to it, as that's not really the important part, so no fear of people thinking you're not creative/etc in your topic suggestions
The_Templar, when you randomly pick the topics, could you also put a poll in the OP that asks "Do you want suggested topics to be revealed unless stated otherwise?" With answers "Yes", "No", and "I don't care"
I was already going to do that ..edit: did you know that it is possible to PM yourself?
It's one ramp regardless of the width. Otherwise it would be too easy :p Edit: The topic is a bit unfair to four player maps I guess :/ Of course, this is the last four player map we've had in the map jam.
Here's what I've got so far. (2) Conjoined 140x140
Features: -28 ramps -4 6HYM2G bases, 4 8M1HYG bases, 8 8M2G bases -Rock towers above the middle gold expansions can be destroyed to cover the geysers. I'll have to test in order to see whether that would kill refineries/assimilators/extractors.
Still working on the middle and the potential 3rd base gold expansions.
PS: Please PM me if you submitted a topic and don't want it revealed.
Here's my map submission! Decided to do minimal texturing / doodads as usual, but I like how the layout works. Not too sure how it would play out, but it would be interesting! Rocks block the ramp by the Xel'Naga towers, but a unit can still gain vision. This is there to prevent a straight line to the opponent's gold base right away.
Korhal Sky City [NA] 140x140 playable with 24 ramps + Show Spoiler +
As a side note, I've noticed that when I tried to place City debris, It has either a placeholder model or none at all. Is this an issue with everyone or just me? I've also noticed a while ago that certain Protoss decals would not show up either. If anyone knows anything about this, please reply or PM me!
On June 16 2013 12:24 -NegativeZero- wrote: I didn't submit a topic since I've been sitting in airplanes for most of the past day and didn't notice this was starting, can I still participate?
You have about 11.5 hours. You don't have to submit a topic to participate.
On June 16 2013 12:24 -NegativeZero- wrote: I didn't submit a topic since I've been sitting in airplanes for most of the past day and didn't notice this was starting, can I still participate?
You have about 11.5 hours. You don't have to submit a topic to participate.
I probably would change more stuff / add some light aesthetics but it's getting late. This map embraces CS and expo ambiguity. 2 ways to expand. The normal third was originally an entombed valley third but I changed it a bit.
oh and i should mention. the XNT kind of has an interesting dynamic.. if you're trying to be sneaky about taking the gold then you will want to deny the enemy from ever taking that XNT because it shows if you have that base or not. Also, it doubles as providing vision --> defense for those 2 bases.
The name Inverse World ran into problems, hence the ESV tag. And, if you're insane, it's published on all servers. Exactly 11 ramps in each quadrant, so it's legit. The edges of the map take after Outsider, like Koprulu, only this map features 2 gold bases at each of the vestiges. Also a gold island expansion marks the center of the map. The only places a pylon can be used to warp into the edges are between the two mineral lines, and the main ramp is like the one found on crevasse, only smaller. So yes, no part of this whatsoever is standard. So MLG will obviously have nothing to do with it.
Oh that's seriously awesome, NewSunshine! I'd 100% be down to play like 5 games on this after I go to bed and wake up tomorrow (it's 6am here -_-). Those aesthetics are also pretty sexy. I'm really liking the lighter high ground against the grey and green midground.
Quakecomm, Congrats on your first map (It's miraculous compared to my first)! These Jams are definitely a good way to get some creative practice in.
Here is my submission. It's not published anywhere, as it could use some serious adjustments. Particularly the main/nat setup, though most of what you probably have issues with is intentional
Bracket Peaks 112x128
It doesn't show in the overview, but the areas behind the mineral lines of the main and nat have line of sight blockers in them, inspired by Semmo's Breeze. Main to Main distance is ~210, which is pretty long, even though the map is very small. I'm hoping to encourage extremely aggressive, scrappy, micro-intensive games. The gold bases are all 2/3's, with 4 nodes and 1 hyg. This hopefully allows you to pick that third in order to be very aggressive, and then if it doesn't work out yet you can take another forward gold base to keep up the aggression since you get such a quick return on your investment.
EDIT: There are 27 ramps per player :D
EDIT2: NewSunshine, for some reason I want you to only put two geysers between the two gold mineral lines on each side instead of four. Just thought I'd mention it. I'll come back tomorrow to try to support why.
Oh that's seriously awesome, NewSunshine! I'd 100% be down to play like 5 games on this after I go to bed and wake up tomorrow (it's 6am here -_-). Those aesthetics are also pretty sexy. I'm really liking the lighter high ground against the grey and green midground.
Quakecomm, Congrats on your first map (It's miraculous compared to my first)! These Jams are definitely a good way to get some creative practice in.
Here is my submission. It's not published anywhere, as it could use some serious adjustments. Particularly the main/nat setup, though most of what you probably have issues with is intentional
Bracket Peaks 112x128
It doesn't show in the overview, but the areas behind the mineral lines of the main and nat have line of sight blockers in them, inspired by Semmo's Breeze. Main to Main distance is ~210, which is pretty long, even though the map is very small. I'm hoping to encourage extremely aggressive, scrappy, micro-intensive games. The gold bases are all 2/3's, with 4 nodes and 1 hyg. This hopefully allows you to pick that third in order to be very aggressive, and then if it doesn't work out yet you can take another forward gold base to keep up the aggression since you get such a quick return on your investment.
EDIT: There are 27 ramps per player :D
EDIT2: NewSunshine, for some reason I want you to only put two geysers between the two gold mineral lines on each side instead of four. Just thought I'd mention it. I'll come back tomorrow to try to support why.
Thanks
About the geysers, it's one of those things that just comes down to it being a jam map. A lot of this map was very quickly done, it was actually about 4 hours start to finish. So a lot of this map could use refinement - hell, if it were to be a serious map it could probably stand to be restructured entirely - but I had a cool concept and hashed it out pretty nicely I think, which is good enough for me. I may revisit the idea for this map though.
edit: though actually, there is some rationale behind the geyser setup. the reasoning is that since Terran tends to want the gold minerals, I'd throw P and Z a bone here by including the extra geysers as well. But as I said, this is just the first take on the idea, they could be rich geysers too, it's up in the air still.
Submissions are closed. The poll is up. Please place an additional vote if you submitted a map by PMing The_Templar with the author and map name that you'd like to vote for.
I figure voting for my own map is tacky, and besides that I do like Sky City quite a bit, I think there's a solid design there and a cool map can certainly come from it. I like how the ramps are used to punctuate sections of the map, and the interesting dynamic for 3+ bases. Good stuff.
On June 17 2013 03:19 NewSunshine wrote: I figure voting for my own map is tacky, and besides that I do like Sky City quite a bit, I think there's a solid design there and a cool map can certainly come from it. I like how the ramps are used to punctuate sections of the map, and the interesting dynamic for 3+ bases. Good stuff.
Thanks, was thinking about changing a couple things on it and making it a standard map. It's definitely one of my better maps if you ask me. Had fun making it, but will probably change the aesthetics to something I can work more doodads into without obstructing gameplay. Voted for your map and Conjoined .
Edit: I got more than 2 votes! It's a new record! Haha .
Lorestarcraft, you should totally still post yours. We might not be voting on it but that's only an incidental part of this.
I'm not that happy with my map. Looking at the overview it sort of just looks like some things were thrown down on it, even though that's not how it was constructed. I've been playing around with some of the ideas and I still think that the small high grounds with multiple ramps coming up to them make for a nice micro-able structure.
I'm a little torn between voting for NewSunshine, whose map I think is the most interesting, and Ruinsteel, whose use of ramps is more central to the map. Perhaps both?
The name Inverse World ran into problems, hence the ESV tag. And, if you're insane, it's published on all servers. Exactly 11 ramps in each quadrant, so it's legit. The edges of the map take after Outsider, like Koprulu, only this map features 2 gold bases at each of the vestiges. Also a gold island expansion marks the center of the map. The only places a pylon can be used to warp into the edges are between the two mineral lines, and the main ramp is like the one found on crevasse, only smaller. So yes, no part of this whatsoever is standard. So MLG will obviously have nothing to do with it.
That is really sick man. Would play. Having two wall bases is a lot better than one, imo.
2. Every time you expand to a non-island base you increase the number of chokes that you have to defend by at least one.
3. Ambiguous expansion patterns
4. Wide chokes
5. 6 xel'naga towers
6. Gold bases
7. Use of nonstandard resources, e.g. mixed gold and regular mineral patches
8. 2 maps in 1
9. Inspired by a WC3 map
10. Remake of a Blizzard Brood War map
11. At least 11 ramps per player
Please let me know by PM if you want your topic removed from this list. Also PM me if you want to administer the next map jam; otherwise, I'll do the next one if possible. By the way, I'm very glad we didn't have to do #9 and #10. That would have been awful.