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your Country52797 Posts
Map Jam & Challenge #7
From Saturday, Jul 13 3:00pm GMT (GMT+00:00) To Sunday, Jul 14 3:00pm GMT (GMT+00:00)
Begins in
Rules:
- All participants send one topic to the admin via PM, e.g. 'rocks' and 'low main'.
- Combine the two randomly selected topics (tba) in one map.
- Post your map overview and relevant details in this thread and have your map uploaded to EU/NA within the next 24 hours.
- Poll decides on winner with participants having one additional vote.
Previous Topics + Show Spoiler +
Topics:
Based on a Magic the Gathering card
Xel'Naga tower in main
ProcessSend 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.
FAQ:
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 #7 The Map Jam & Challenge starts Saturday, Jul 13 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.
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your Country52797 Posts
It's currently unclear whether I will be able to maintain the OP during this map jam, as I will be going on vacation some time next week.
Also remember to message me topics!
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Oh I hope my topic gets picked, its one of those concepts everyone says they want to try but no one ever does
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your Country52797 Posts
Some of the sent topics are overlapping
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On July 09 2013 01:13 The_Templar wrote:Some of the sent topics are overlapping  I dont see that as a problem, just count it as normal and if u get both u reroll on one of them.
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Wish I could remember some of the topics I sent in the earlier map jams, I had some good ones. Will try to think of something cool
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You can look through your PM history, yeah? And we did agree to publish all of the previous topics that we've sent in... I'll get that out by the end of this week.
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your Country52797 Posts
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On July 09 2013 04:28 RFDaemoniac wrote: You can look through your PM history, yeah? And we did agree to publish all of the previous topics that we've sent in... I'll get that out by the end of this week.
true, didnt think of that. Now I don't have to think of anything 
looked @ the map jam 6 topics, "Inspired by a WC3 map" could have been interesting to see what people do. Would you go as far as to put some neutral creeps? or just loosely base it on the shape of the map.
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I think basing it on W3 would be incredible, I would love to see how people do it, although it would probably turn out pretty bad. Personally I would use creeps because that is a cool mechanic to make expanding harder.
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On July 09 2013 05:31 Fatam wrote:Show nested quote +On July 09 2013 04:28 RFDaemoniac wrote: You can look through your PM history, yeah? And we did agree to publish all of the previous topics that we've sent in... I'll get that out by the end of this week. true, didnt think of that. Now I don't have to think of anything  looked @ the map jam 6 topics, "Inspired by a WC3 map" could have been interesting to see what people do. Would you go as far as to put some neutral creeps? or just loosely base it on the shape of the map. I think this topic could actually work very well. I'd leave out WC3-specific mechanics such as shops and neutral creeps though. Doesn't make a lot of sense in starcraft.
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You could totally have health and energy shrines though 
I always thought that an energy shrine was a great way to give a defender's advantage.
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your Country52797 Posts
It turns out I'm going on vacation starting around 8-9 saturday morning and it's a long drive so I'll have to start this thing a bit early. I'll still be able to update the OP and we can still finish at the same time. Hopefully this will be ok with everybody.
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Did you change the timer?
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The timer has not been changed. It is still set for 11:00 am, so the actual event will start when the timer says 2 or 3 hours. Hopefully it doesn't make too much of a difference for people.
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your Country52797 Posts
Topics chosen: -Based on a Magic the Gathering card -Xel'Naga tower in main
Topics submitted:
+ Show Spoiler +1. Long, thin bridges 2. Mineral fields must contain 1000 or fewer resources, and vesper geysers must contain 1750 or fewer. 3. Modeled after a land in Magic the Gathering 4. Based on a Magic the Gathering card 5. Non-symmetrical. No copy+pasting terrain and bonus points for non-symmetrical base layouts. 6. Use of bases with at most 6 mineral fields and 1 gas geyser 7. 2 entrances into main base (Note: inbase expansions don't count, unless there's an outside entrance into that base as well) 8. Use of neutral or hostile buildings 9. Three optional thirds 10. Use of bridges 11. Xel'Naga tower in main. 12. Extremely defensible mains
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-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?
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On July 13 2013 21:58 moskonia wrote: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
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On July 13 2013 21:24 The_Templar wrote: -Based on a Magic the Gathering card
Good to see it's a topic everyone can participate in. Oh wait...
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this is really not a great topic. maybe the person who suggested it should come forward and explain. because as i understand in the end it does not matter at all if my texturing is based on magic or not, because that world also has everything from jungle to ice. boring and useless for such a challenge. bye on this round.
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On July 13 2013 22:36 algue wrote:Show nested quote +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_Landhttp://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?
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The based on a magic the gathering card was my topic.
It's incredibly flexible and I don't think it should preclude anybody from participating. You could use the name of a card as inspiration for an aesthetic theme if you're not familiar with the game.
Go to this page and click on "Random Card" several times until you see something that you like. If you're only going for an aesthetic inspiration I recommend limiting yourself to Lands with the advanced search.
Find a Magic the Gathering card and base a map around it. You can take inspiration from the name, the mechanics of the game, the lore, etc, but it must be explicitly mentioned.
For example: Bog Wraith has swampwalk. Perhaps you have a backdoor in each main that can only be entered with small units, and is covered in creep.
Another example: Words of Waste causes other players to discard cards. Perhaps you make a trigger that whenever anybody mines minerals from a few certain mineral patches, instead of gaining minerals, the mineral patches on their opponents half of the field lose some value.
A third example: Peat Bog is a land that gives a lot of mana quickly and then runs out. Perhaps some of the expansions are gold with many mineral patches but very low resource count.
A fourth example: Wall of Water could inspire you to make a beach map with a tsunami coming in on one side.
Etc.
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I'm sorry that I was late in seeing this. I slept in today -_-
But I really do encourage people to try. There's a lot to be had in the game that isn't the mechanics, and the mechanics are incredibly interesting to pull into starcraft.
Also I think it's entirely fair for an operator to remove things that they deem silly...
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RFD that sounds interesting if I would play Magic, but since I don't, I have no power to look for cards to get inspiration. I wonder how many map makers are Magic players.
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Russian Federation216 Posts
damn am i late or can i participate?
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There are still 18 hours left, so you can definitely participate. I'm afraid we might not have many submissions because of the MTG topic...
More examples for people who don't play. Many of these are pretty extreme, just a disclaimer. I also went through many cards that didn't inspire me in any way.
Wrath of God destroys every creature. You could have all non-worker units that aren't in a safe area destroyed every X minutes.
Ornithopter is a free flying unit with no attack. Perhaps you make a very large map with many start locations but give each player an observer at the start of the game.
Ashnod's Altar allows you to sacrifice a creature to gain mana. Perhaps you have an area where you can salvage units for 75% of their resource cost.
Cryoclasm allows you to destroy a land. Perhaps there are collapsible rock towers near mineral lines at expansions (if they still remove the patches from the game then perhaps make them respawn after 2:00 minutes or something).
Quicksand makes certain creatures weak. Perhaps you put areas on the map that give units in them -1 armor and -1 attack upgrade.
Everglades replaces a land with a better land. Perhaps you can destroy a building to make a vespene geyser high yield.
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Russian Federation216 Posts
im thinking of daru encampment though im not MTG player, but this one seems pretty peaceful village
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Ashnod's Altar map incoming. I'M GOING INFINITE! arbitrarily large ARBITRARILY LARGE!
Yeah it's kind of a goofy topic. I love mtg and I'm still ambivalent about trying to base a map on a card, which can mean whatever you want it to. XNT in main is interesting enough that it'd be worth making maps with that just to see what people do.
I'll just use Reliquary Tower and increase the supply cap.
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On July 14 2013 04:27 Fen1kz wrote:im thinking of daru encampmentthough im not MTG player, but this one seems pretty peaceful village You could use a trigger that buffs a tier 1 unit for every player into a hero with double stats. (Going on the +1/+1 soldier ability.) :D
Like:
Whenever any unit is created If it is a zergling OR a marine OR a zealot AND there is no hero for current player Replace last created unit with hero version
Maybe it should work for roaches marauders stalkers sentries as well
idk
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Russian Federation216 Posts
On July 14 2013 04:31 EatThePath wrote:You could use a trigger that buffs a tier 1 unit for every player into a hero with double stats. (Going on the +1/+1 soldier ability.) :D Like: Whenever any unit is created If it is a zergling OR a marine OR a zealot AND there is no hero for current player Replace last created unit with hero version Maybe it should work for roaches marauders stalkers sentries as well idk nice idea, i'll think about it
btw and i should place xelnaga tower in the main, right?
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On July 14 2013 04:52 Fen1kz wrote:Show nested quote +On July 14 2013 04:31 EatThePath wrote:On July 14 2013 04:27 Fen1kz wrote:im thinking of daru encampmentthough im not MTG player, but this one seems pretty peaceful village You could use a trigger that buffs a tier 1 unit for every player into a hero with double stats. (Going on the +1/+1 soldier ability.) :D Like: Whenever any unit is created If it is a zergling OR a marine OR a zealot AND there is no hero for current player Replace last created unit with hero version Maybe it should work for roaches marauders stalkers sentries as well idk nice idea, i'll think about it btw and i should place xelnaga tower in the main, right? Yeah that's the other topic you must use
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Here's my contribution.
Shivian Oasis - Uploaded on all servers. + Show Spoiler +
Mapanalyser overview: + Show Spoiler +
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 +
Play it! (I'd very much like replays)
EDIT: Changed lightnings:
![[image loading]](http://i.imgur.com/3Ktkb3p.jpg) (not sure when the contest ends so I put 'Spoiler' on my previous version.)
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^ Very pretty and it looks quite fun too!
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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 +
My map: The Gathering 160x160
![[image loading]](http://i.imgur.com/BWIiLDo.jpg)
DO YOU THINK THE CONCEPT HAS POTENTIAL?
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To do the topic justice I'd need a bigger chunk of time than I have. Work, work. Sounds interesting, though.
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To be fair, there's a shitton of lands in MtG that have awesome names for StarCraft 2 maps, it's been done a few times (I did one too). My problems with this Jam, though, are twofold:
1) Translating an effect from MtG into a map mechanic is not something I feel comfortable with, it doesn't seem easy or natural, with the standards I like to set for myself.
2) Seeing as I've been moving away from using XNT's altogether, as are others, putting one in the main is not within the realm of things I'd like to do. Not that it ever was, though.
So 2 sources of that thing called cognitive dissonance. I probably won't submit. I did make 1 attempt, but it didn't pan out, and I'm not feeling the topics so much as previously.
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Loooooool finally the first time I have a few spare hours to try my hand at a map jam, and the power's out - seems like the map jam gods hate me.
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Urza's Power Plant
![[image loading]](http://i.imgur.com/7WZhClf.jpg)
Based on:
+ Show Spoiler +
Screenshots:
+ Show Spoiler +.
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.
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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.
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Prize money for a bo3 played on Urza's Powerplant, Urza's Mine, and Urza's Tower should be doubled.
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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? ~ ...
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Privileged Position:
![[image loading]](http://i.imgur.com/2OLR1uf.jpg)
![[image loading]](http://i.imgur.com/hmLyMjD.jpg)
152x151
Inspired by
+ Show Spoiler +
I wasn't here until late, so this one was pretty rushed. Kind of Blistering Sands-esque.
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Phyrexian Arena 136 x 136 ![[image loading]](http://i.imgur.com/BGp1P39l.jpg) 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]](http://i.imgur.com/N7LI0q9l.jpg) 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 :/
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On July 14 2013 17:40 Coppermantis wrote: + Show Spoiler +Privileged Position: ![[image loading]](http://i.imgur.com/2OLR1uf.jpg) ![[image loading]](http://i.imgur.com/hmLyMjD.jpg) 152x151 Inspired by + Show Spoiler +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.
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Revelation 132x132 Published on NA
![[image loading]](http://i.imgur.com/sWdVL38.jpg)
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.
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My quick submission: the hilariously balanced and textured 'Fog Bank', based on:
![[image loading]](http://i.imgur.com/hjZ35Hj.jpg)
![[image loading]](http://i.imgur.com/S7CpFqK.jpg)
The actual invisible sight blockers in the fog cloud: + Show Spoiler +
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
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your Country52797 Posts
Submissions are closed, will update OP when I get to a computer
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On July 14 2013 20:47 -NegativeZero- wrote:+ Show Spoiler +Revelation132x132 Published on NA 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.
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Very few submission, but very FUN submissions. GL all!
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On July 15 2013 02:51 RFDaemoniac wrote:Show nested quote +On July 14 2013 20:47 -NegativeZero- wrote:+ Show Spoiler +Revelation132x132 Published on NA 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.
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your Country52797 Posts
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_Landhttp://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.
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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 +Mapanalyser overview: + Show Spoiler +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 +Play it! (I'd very much like replays) EDIT: Changed lightnings: ![[image loading]](http://i.imgur.com/3Ktkb3p.jpg) (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 +My map: The Gathering 160x160 DO YOU THINK THE CONCEPT HAS POTENTIAL?
On July 14 2013 12:17 TheFish7 wrote:+ Show Spoiler +Urza's Power Plant![[image loading]](http://i.imgur.com/7WZhClf.jpg) Based on: + Show Spoiler +Screenshots: + Show Spoiler +. 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.
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update OP thetemplar?
Edit: apparently he got himself banned for 2 days so that's why it hasn't been updated lol.
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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?)
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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?
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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 (:
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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.
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NegativeZero's Map looks really fun!
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That fog map looks really fun for customs with friends. I neeeed to try that out.
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This is a few days late but I just wanted to post my concession: the MTG was too big/amorphous for a weekly jam. If anybody wants to administer the next one PM me otherwise I will.
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We could always just switch our topic-acquiring method (since we've been getting topics that scare people off).
For instance we could have all the submitted topics laid out in a poll a couple days before the jam starts and the top 2 vote receivers are the topics we use. I guess the only risk of that is if a couple topics are "pulling away" after the first day then people could get an extra 24 hours to work on their maps.. but idk if that is really a huge deal.
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I think if we try and do things that don't scare anybody off then we're not going to have very interesting topics...
I support running a poll for a couple days before, though. I would encourage people to vote for things that are interesting challenging while still being reasonable, but to each their own.
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Another idea, which is more complicated but still keeps the element of randomness:
Once everyone sends in their topic submissions, post all the topics and create a poll for each one, asking whether it is an "appropriate" map jam topic. Then, pick only the ones which get more "Yes" votes than "No" votes and put those into the random number generator.
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On July 23 2013 14:15 -NegativeZero- wrote: Another idea, which is more complicated but still keeps the element of randomness:
Once everyone sends in their topic submissions, post all the topics and create a poll for each one, asking whether it is an "appropriate" map jam topic. Then, pick only the ones which get more "Yes" votes than "No" votes and put those into the random number generator.
That's pretty good. Still keeps the "surprise" factor for the most part.
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I think the idea of negative is the best, although it would require people actually voting on each topic if its OK, hopefully people will, but you can never know.
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The topics should be totally random and self-policed by submitters, otherwise the purpose of the map jam as an extemporaneous exercise is defeated. Just because we had one topic that was objectionable to some people doesn't mean we need to redo the system which has worked well every time. In fact we had the penis topic before and I thought that was pretty stupid but it's not like it ruined the map jam, which after all will always have a "next time" anyway.
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your Country52797 Posts
On July 24 2013 06:29 EatThePath wrote: The topics should be totally random and self-policed by submitters, otherwise the purpose of the map jam as an extemporaneous exercise is defeated. Just because we had one topic that was objectionable to some people doesn't mean we need to redo the system which has worked well every time. In fact we had the penis topic before and I thought that was pretty stupid but it's not like it ruined the map jam, which after all will always have a "next time" anyway. sorry for contentless post but this is exactly what I think, to the letter.
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On July 24 2013 07:39 The_Templar wrote:Show nested quote +On July 24 2013 06:29 EatThePath wrote: The topics should be totally random and self-policed by submitters, otherwise the purpose of the map jam as an extemporaneous exercise is defeated. Just because we had one topic that was objectionable to some people doesn't mean we need to redo the system which has worked well every time. In fact we had the penis topic before and I thought that was pretty stupid but it's not like it ruined the map jam, which after all will always have a "next time" anyway. sorry for contentless post but this is exactly what I think, to the letter.
as the initiator - not that this is of any importance really as I meant it to be a community thing and to evolve and change - I think the idea of submitting very random topics works best as long as they name a concrete yet generally map or game feature. 3p map, backdoor, lowground main and similar features just blend in with pretty much anything and one can come up with intersting ideas within these two parameters. submitting topics should be simple and be explained within one very short sentence maximum.
Otherwise it just gets to complicated to administrate and we know how poll driven things end up, somewhere in the endless lands of grey.
keep it simple and hf.
On July 24 2013 06:29 EatThePath wrote: Just because we had one topic that was objectionable to some people doesn't mean we need to redo the system which has worked well every time.
may i add that the MTG topic could have been dismissed by the admin? If something is too big/open feel free to tell the poersn who submitted and scrap it off the list... i think the MTG topic is fine for itself, but more on the level of a challenge that is autonomous, like the Better Than Blizzard Challenge.
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On July 25 2013 00:13 Samro225am wrote:Show nested quote +On July 24 2013 06:29 EatThePath wrote: Just because we had one topic that was objectionable to some people doesn't mean we need to redo the system which has worked well every time. may i add that the MTG topic could have been dismissed by the admin? If something is too big/open feel free to tell the poersn who submitted and scrap it off the list... i think the MTG topic is fine for itself, but more on the level of a challenge that is autonomous, like the Better Than Blizzard Challenge. Yeah I agree, should have mentioned that (as per original idea right?) admin can throw out topics if they choose which is as it should be.
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