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Map Jam & Challenge #7 - Page 3

Forum Index > SC2 Maps & Custom Games
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-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 14 2013 04:36 GMT
#41
Very creative idea with the in-base tower to compensate for the low main, but I'd like this idea more if you actually made use of the real advantage of having a low-ground main, which is to be able to place the nat at the highest terrain level and have an interesting 3-level middle. This just looks like a normal map with high ground main except the main was lowered 2 levels.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 14 2013 06:26 GMT
#42
Prize money for a bo3 played on Urza's Powerplant, Urza's Mine, and Urza's Tower should be doubled.
Comprehensive strategic intention: DNE
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 14 2013 08:00 GMT
#43
The idea behind "create a map after a magic non-standard land" is to take the name and look of a card and let it inspire a theme for your map. I usually go through all the non-standard lands in MTG if i'm looking for a name for one of my maps and i get a lot of new ideas in the process. Some inspiration for a non-standard land from magic:

~ Glimmervoid, aim for a map/planet that looks like it was man-made.
~ Ardarkar Wastes, an usual take on a swamp
~ Vitu-Ghazi, A map high in the trees perhaps?
~ Volrath's Stronghold, how about a space station with a gothic/WH40k-like feel to it?
~ Waterveil Cavern, Ulaan Tileset with a lot of water to it?
~ Verdant Catacombs, An old burial site which is overgrown today?
~ Sungrass Prairie, a take on mixing desert and green pastures?
~ ...
formerly spinnaker.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-07-14 08:41:02
July 14 2013 08:40 GMT
#44
Privileged Position:

[image loading]

[image loading]

152x151

Inspired by

+ Show Spoiler +
[image loading]


I wasn't here until late, so this one was pretty rushed. Kind of Blistering Sands-esque.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 14 2013 09:30 GMT
#45

Phyrexian Arena
136 x 136
[image loading]

Aesthetics are inspired by the plane Phyrexia.
There is a Phyrexian Altar in the upper left hand corner. You can sacrifice units there for a 75% return and after a total of 5000 resources of units have been sacrificed there all of the resources on the map turn to high yield. This second part of the mechanic is inspired by Phyrexian Arena which the map is named for. It causes you to churn through your deck very quickly for a price.

I was also inspired to make a reaper/blinkable path after you destroy 4 destructible rocks to get very quickly from one base to another. This may be too racially imbalanced as the map already isn't that great for zerg, but it was remotely inspired by Shrieking Affliction which speeds your death by the time everybody is running low on resources.

Here is a closeup of the altar + Show Spoiler +

[image loading]
Phyrexia is full of machine life, that also has a very dark look to it, so the zerg carcasses with wires and plates seemed fitting.


I did extremely close by air mains, and the watchtowers will allow you to see some of the mineral line of your opponent. This helps you see 6 pools incoming as well as know what race a random player rolled. Drops may be imba :/
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 14 2013 09:34 GMT
#46
On July 14 2013 17:40 Coppermantis wrote: + Show Spoiler +

Privileged Position:

[image loading]

[image loading]

152x151

Inspired by

+ Show Spoiler +
[image loading]


I wasn't here until late, so this one was pretty rushed. Kind of Blistering Sands-esque.


I like the aesthetics of the towers in the corners, very cool. I also think that the high ground pod between the third and fourth is quite interesting. I might play around with putting that for the natural/third in the future.

The distance by ground between the main and natural is going to make it very hard for Zerg to defend early air aggression because of how slow queens are off of creep.

You may already know this, but I believe the blistering sands style layout leads to frequent base trades because it's hard to keep your army between your opponents army and your bases to any degree. I do like that the watchtower in the main oversees the other pathway to give you a little more time to react to it. That may be enough of an aid, actually.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-07-14 12:12:36
July 14 2013 11:47 GMT
#47
Revelation
132x132
Published on NA

[image loading]

MtG card: Revelation - players play with their hands revealed.

This is a map jam, screw balance and common sense. In-main uber watch towers (32 vision radius) give 100% vision of the enemy mains. (In effect I cheated - the MtG reference and the in-main tower placement are one and the same.) Only small units can enter the tower area, so tanks can't get close enough to hit them.

Deco is nonexistent and textures are god awful but it's 4:45 am and I need sleep.

Edit: RFDaemoniac, I guarantee you I didn't rip off your idea lol.
vibeo gane,
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
Last Edited: 2013-07-14 12:53:56
July 14 2013 12:39 GMT
#48
My quick submission: the hilariously balanced and textured 'Fog Bank', based on:

[image loading]

[image loading]

The actual invisible sight blockers in the fog cloud:
+ Show Spoiler +
[image loading]


There was something you might call a pattern when I started making that centre, but that disappeared pretty quickly on a slow-ish laptop and with time constraints
Wise men speak because they have something to say, fools; because they have to say something - Plato
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 14 2013 16:06 GMT
#49
Submissions are closed, will update OP when I get to a computer
ModeratorI am still alive, somehow
TL+ Member
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 14 2013 17:51 GMT
#50
On July 14 2013 20:47 -NegativeZero- wrote:+ Show Spoiler +

Revelation
132x132
Published on NA

[image loading]

MtG card: Revelation - players play with their hands revealed.

This is a map jam, screw balance and common sense. In-main uber watch towers (32 vision radius) give 100% vision of the enemy mains. (In effect I cheated - the MtG reference and the in-main tower placement are one and the same.) Only small units can enter the tower area, so tanks can't get close enough to hit them.

Deco is nonexistent and textures are god awful but it's 4:45 am and I need sleep.

Edit: RFDaemoniac, I guarantee you I didn't rip off your idea lol.


This is awesome And totally not cheating.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
July 14 2013 18:00 GMT
#51
Very few submission, but very FUN submissions. GL all!
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 14 2013 19:00 GMT
#52
On July 15 2013 02:51 RFDaemoniac wrote:
Show nested quote +
On July 14 2013 20:47 -NegativeZero- wrote:+ Show Spoiler +

Revelation
132x132
Published on NA

[image loading]

MtG card: Revelation - players play with their hands revealed.

This is a map jam, screw balance and common sense. In-main uber watch towers (32 vision radius) give 100% vision of the enemy mains. (In effect I cheated - the MtG reference and the in-main tower placement are one and the same.) Only small units can enter the tower area, so tanks can't get close enough to hit them.

Deco is nonexistent and textures are god awful but it's 4:45 am and I need sleep.

Edit: RFDaemoniac, I guarantee you I didn't rip off your idea lol.


This is awesome And totally not cheating.

Haha why did I not think of this. That's perfect.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-07-15 01:17:44
July 15 2013 01:15 GMT
#53
Poll: Which map is best while using both of the topics well?

Revelation by -NegativeZero- (6)
 
40%

Shivian Oasis by maltenp (3)
 
20%

Phyrexian Arena by RFDaemoniac (3)
 
20%

Fog Bank by BlindSC2 (3)
 
20%

The Gathering by WedRine (0)
 
0%

Urza's Power Plant by TheFish7 (0)
 
0%

Privileged Position by Coppermantis (0)
 
0%

15 total votes

Your vote: Which map is best while using both of the topics well?

(Vote): Shivian Oasis by maltenp
(Vote): The Gathering by WedRine
(Vote): Urza's Power Plant by TheFish7
(Vote): Privileged Position by Coppermantis
(Vote): Phyrexian Arena by RFDaemoniac
(Vote): Revelation by -NegativeZero-
(Vote): Fog Bank by BlindSC2



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.

On July 14 2013 02:06 moskonia wrote:
Show nested quote +
On July 13 2013 22:36 algue wrote:
On July 13 2013 21:58 moskonia wrote:
-Based on a Magic the Gathering card

What. The. Fuck.

I never played Magic, can the one who sent the topic link what he means and how to base the maps on it?


I never played Magic myself but I guess the guy who had this idea was thinking about the lands : http://mtg.wikia.com/wiki/Basic_Land
http://mtg.wikia.com/wiki/List_of_Nonbasic_Lands
(However I don't see how you can base a map on it except for the textures)
Sadly I'm not using my computer, I won't make a map. I'll try for the map jam #8. Too Bad, I have a plan of a map with xel naga towers in the main base

That was my topic I think it has much potential. I think it would be most used for close spawns by air, but there are many more uses for a tower in the main.

Anyways after looking at the cards I won't participate too since its basically a 1 topic jam, maybe have an option for the operator of the jam to remove silly topics like this?

um, are you suggesting the watchtower in main one is silly? because it isn't.
ModeratorI am still alive, somehow
TL+ Member
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-07-15 02:44:27
July 15 2013 02:35 GMT
#54
I believe that the suggestion was that MTG was silly because not everybody plays. Could you also put the poll in the OP?

On July 14 2013 05:32 maltenp wrote:+ Show Spoiler +

Here's my contribution.

Shivian Oasis - Uploaded on all servers.
+ Show Spoiler +
[image loading]


Mapanalyser overview:
+ Show Spoiler +
[image loading]


Sadly I've to work tomorrow so I wont have time to embellish it further but I will do it after the competition.

Anyway its based on the game card : Shivian Oasis.
+ Show Spoiler +
[image loading]


Play it! (I'd very much like replays)

EDIT: Changed lightnings:
[image loading]
(not sure when the contest ends so I put 'Spoiler' on my previous version.)


On July 14 2013 10:42 WedRine wrote:+ Show Spoiler +

So I may have failed the challenge because i based my map on the Magic logo with the different land type thingies.., honestly I know NOTHING about MTG, but the map is not very serious, its far from symmetrical and i never really bothered to finish it but ill post it here anyways.

Oh btw here's the MTG logo for reference
+ Show Spoiler +
[image loading]


My map: The Gathering 160x160
[image loading]

      DO YOU THINK THE CONCEPT HAS POTENTIAL?


On July 14 2013 12:17 TheFish7 wrote:+ Show Spoiler +

Urza's Power Plant

[image loading]

Based on:

+ Show Spoiler +
[image loading]


Screenshots:

+ Show Spoiler +
[image loading]

[image loading]
.

Gotta say I would also have preferred topics that have an impact on how to do the layout. If the map has to be based on a magic card, then we are changing the focus to aesthetics, and it takes a lot more time to do a theme map the right way.

Trying a low ground main here, the tower in your main is activated by your mining workers right off the bat, hopefully this is enough to overcome some of the pvp difficulties that a lowground main brings (?). You can wall at the top of the main ramp with one pylon+ one gate. The nat choke is also on the small side, the nat nat is about 40.


I think these maps are all gorgeous and I'm definitely liking the aesthetic influence from a Land. I'll totally be using this idea in the future.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-07-16 00:38:44
July 16 2013 00:35 GMT
#55
update OP thetemplar?

Edit: apparently he got himself banned for 2 days so that's why it hasn't been updated lol.
vibeo gane,
maltenp
Profile Joined May 2013
Sweden15 Posts
July 16 2013 20:55 GMT
#56
A really nice idea for a challange but poorly put through.

We got some intresting maps but to be blunt, we could have had alot more...

Bad topics that could've easily been prevented. (Perhaps with 2 layout topics and 2 aestetics ones?)

Active moderating that kept times wouldnt have hurt either. (Perhaps a co-mod?)
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-07-17 07:54:47
July 17 2013 07:43 GMT
#57
The MTG wasn't supposed to be an aesthetic topic but everybody was freaking out saying that they didn't want to take the time to investigate mechanics...

I'd like to suggest other things in the future like taking inspiration from a historic battlefield or the bark pattern on a tree but people seriously don't like things that they don't already know...

EDIT: We're also bound to have some map jams that have more or less interesting topics than others. Would you care to moderate the next one?
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-07-17 08:49:12
July 17 2013 08:48 GMT
#58
in my opinion the mtg topic extend the rules of map jam & challenge quite a bit. in a way it allows too much and by this goes beyond the idea of combining two rather basic features or concepts.

from my perspective a mtg topic would be okay in the sense of timetwister's better than blizzard challenge. it allows so much already so it should be a topic on its own.

map jam & challenge is about the combination of two rather random gameplay features. at least that is what it was meant to be (:
moskonia
Profile Joined January 2011
Israel1448 Posts
July 17 2013 17:19 GMT
#59
On July 17 2013 17:48 Samro225am wrote:
in my opinion the mtg topic extend the rules of map jam & challenge quite a bit. in a way it allows too much and by this goes beyond the idea of combining two rather basic features or concepts.

from my perspective a mtg topic would be okay in the sense of timetwister's better than blizzard challenge. it allows so much already so it should be a topic on its own.

map jam & challenge is about the combination of two rather random gameplay features. at least that is what it was meant to be (:

Agreed, the MTG topic was really general, you could choose to do what ever you wanted to do as long as you found a card that was similar to what you thought about, which is not what a map jam is about imo.

I think you should avoid topics like this one in the future, although a thing that would be fine is if you would choose a single interesting card / historic battle / any other thing and make that the restriction, this is instead of forcing people to look up things and making things too general. A specific thing, as random is it might be, is fine, but there must be restrictions.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 19 2013 08:54 GMT
#60
NegativeZero's Map looks really fun!
Mapmaker of Frost, Fruitland and Bridgehead
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