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[CSL] Community Map-Making Contest - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 13 2013 21:36 GMT
#81
On August 14 2013 04:37 Fatam wrote:
Show nested quote +
On August 13 2013 21:28 Uvantak wrote:
On August 13 2013 15:54 RFDaemoniac wrote:
Are you guys just trolling Siskos with voting once for every map?

>.> Shhhhh.... silence

I thought that you could vote for more than an option, but oh well. I voted for Mainframe, the other/s i wanted to vote were Stahl/A Chlann.

In my own maps i think i'm gonna submit Foresta with some improved texturing and a new map that i'm stuck on with the detructable xel'naga tower, i just can't get the dammed thing to work -.-;


hmm i think destructible XNT should be np.. just make sure to get rid of the invulnerable tag that's somewhere in its properties (don't remember exactly where off the top of my head) then set an hp and armor value that you like and voila

of course the other option is to just put a rock tower that falls on the XNT.. afaik falling rocks kill XNTs

Actually it is a bit harder than that, there are like two or three things that you have to deselect to make the xel'naga towers destructible buildings, then add the HP and shield, and then the nightmare, find a shield model that works with the xel'naga, and after that you need to find/edit/make a model for when the xel'naga is destroyed, otherwise it will just dissapear.

And there's other thing and is that when you right click on the xel'naga with any unit, that unit will start attacking the tower automatically, so now i need to find and add the behavior that the destructable rocks have (the one that you only can destroy them with A+click).

And the destructable rock tower thing.... that can be usefull, maybe if i switch the model of the tower to something that fit the theme of the map, and then reduce the radius of the area that the rock will be placed on (the "area of death") and remove the rock from be placed... (IE make everything harder than it is already), that would destroy the xel'naga tower and since the radius is so small it wouldn't damage anything else!


On August 14 2013 05:05 SiskosGoatee wrote:
Show nested quote +
On August 13 2013 15:54 RFDaemoniac wrote:
Are you guys just trolling Siskos with voting once for every map?
Surely it helps to satisfy my agenda of subjectivity? I like it. If everyone voted for the same that'd almost be a slap in the face to my agenda of subjectivity.

Yeah... You are probably just getting trolled, remember that your map can't have Warp time fields and atm D'Autres is the one winning the poll... Or maybe three mapmakers didn't read the rules completelly...


On August 14 2013 02:26 Ragoo wrote: There is a really small amount of active good mapmakers without team. Are you really trying to give the fucking horrible maps a better chance?

You broke my heart Ragoo ;_;
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-08-16 02:18:52
August 16 2013 02:15 GMT
#82
Alright here's one of the maps i'll submit, KTV Sueños Pacíficos.

60º Overview

+ Show Spoiler +
[image loading]


90º Overview

+ Show Spoiler +
[image loading]



Pretty shots of prettiness (just to intimidate you guys >:D )

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



The center pods are droppeable and the xel'naga tower is destructible (1750 hp with 3 armor and 750 hp shields that regenerate just like toss ones)

I also feel that i'm almost ready to start doing more non-standard maps, the map is published in AM and EU servers, it would be nice if some of you guys play in them and give feedback about the FPS, since i'm worried about the high amount of lights that the map has.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 16 2013 03:33 GMT
#83
lol, that map looks awesome. I'll probably throw my submissions up tomorrow or the next day. I can't figure out how to make the middle of my newest map so I keep closing the editor out of rage. I'll probably end up submitting something I dislike...but w/e
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 16 2013 03:50 GMT
#84
On August 16 2013 12:33 SidianTheBard wrote:
lol, that map looks awesome. I'll probably throw my submissions up tomorrow or the next day. I can't figure out how to make the middle of my newest map so I keep closing the editor out of rage. I'll probably end up submitting something I dislike...but w/e

stop stealing what I'm about to say darn it
by the way I'm trying to figure out which of my maps is most suitable for this competition but everyone is ignoring me
ModeratorI am still alive, somehow
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
August 16 2013 04:11 GMT
#85
I have a couple pretty interesting maps I'm slowly working on but they're dragging due to lack of time. Ended up submitting The Moor and Flame Crest. Uvantak your map looks cool, esp. the aesthetics. GL all
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 16 2013 05:00 GMT
#86
On August 16 2013 12:50 The_Templar wrote:
Show nested quote +
On August 16 2013 12:33 SidianTheBard wrote:
lol, that map looks awesome. I'll probably throw my submissions up tomorrow or the next day. I can't figure out how to make the middle of my newest map so I keep closing the editor out of rage. I'll probably end up submitting something I dislike...but w/e

stop stealing what I'm about to say darn it
by the way I'm trying to figure out which of my maps is most suitable for this competition but everyone is ignoring me


Whatever you post should probably belong in the WIP thread. Just so you know. ^_^ <3
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
August 16 2013 09:10 GMT
#87
That's a very cool map, Uvantak! I really like how you textured the protoss platforms. The layout is also very well done. Is it uploaded to EU?
formerly spinnaker.
And G
Profile Joined May 2012
Germany491 Posts
August 16 2013 17:12 GMT
#88
Neutral supply depots allowed/desired? Changing hp/armor of rocks allowed?
not a community mapmaker
jon osterman
Profile Joined June 2013
71 Posts
August 16 2013 18:27 GMT
#89
probably not
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-08-16 18:47:12
August 16 2013 18:46 GMT
#90
I guess it depends, probably no, but if your map really NEEDS these rocks/depots to have a different HP/armor i would go for it, since it would make the map more balanced, remember that's what they want, over creativity, but as i said if your map needs the rocks i would go for it (like mine and the xel'naga tower), but if it is just for the sake of the map having weird/funny stuff on it i would avoid it.

Thanks guys for your words, it really helps my confidence, since everytime i see my own maps i just can't stop thinking of the mistakes i have made in the texturing/doodads and how can i improve them, even when i just don't know how :s

@diamond the map is uploaded to EU and AM servers, and since the name of the map has a ñ and a tilde on it i recomend you to search it for KTV instead of the name.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
August 16 2013 18:46 GMT
#91
On August 17 2013 02:12 And G wrote:
Neutral supply depots allowed/desired? Changing hp/armor of rocks allowed?

Use the unbuildable rocks/plates that came with HotS for neutral supply depots. Pretty sure these are expected to be there.
formerly spinnaker.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 16 2013 18:55 GMT
#92
I think he means rised supply depots (like in korhal island or whirwind), since as you said we have the unbuildable plates now
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2013-08-16 19:19:12
August 16 2013 19:17 GMT
#93
On August 17 2013 03:46 Uvantak wrote:
I guess it depends, probably no, but if your map really NEEDS these rocks/depots to have a different HP/armor i would go for it, since it would make the map more balanced, remember that's what they want, over creativity, but as i said if your map needs the rocks i would go for it (like mine and the xel'naga tower), but if it is just for the sake of the map having weird/funny stuff on it i would avoid it.

It's kind of like Crevasse (where the HP of rocks was also lowered) except the rocks don't protect the main ramp but the back door entrance to the in-base expansion. Like Crevasse, lowering the HP for those rocks isn't strictly needed for balance, but it would make early aggression more viable and would force players to get more units earlier than otherwise.

For reference, the main/nat/third layout:
[image loading]


Also, I was actually talking about the lowered supply depots (or unbuildable plates). But I guess now that all ladder maps have them they're considered Blizzard policy compliant, so the point is moot.
not a community mapmaker
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 17 2013 20:31 GMT
#94
Well, finally got around to finishing my new map. Still not completely happy with it but with the deadline being tomorrow I just kind of had to finish it up. Also submitting Habitation Station just because I might as well submit two maps, although I haven't touched the map since TLMC2 and there is stuff on it I'd like to change up as well, but /shrug, no time!

Good luck to all participates!



Tal'Darim Skylands
1v1

Top Down:
+ Show Spoiler +

[image loading]


Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



Habitation Station
1v1

Top Down:
+ Show Spoiler +

[image loading]


Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2013-08-18 22:12:46
August 17 2013 22:42 GMT
#95
here's my submission. I brooded a bit if i should enter another of my maps as well, but i'm not very happy with them, so i'll better just enter my most recent one.

Derelict Colony (Thread)
[image loading]

Details: + Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Features:
.: path for reapers/gas harass towards the natural
.: no watch towers! You have to work a bit more for map vision than usual.
.: Natural walloff requires 3 buildings
.: destructible rocks between 5th and 4th base. You can destroy them so you have one less path to worry about, but it can also bite you later on because it blocks the shortest way to your 5th.
.: semi-open 3rd (2 buildings to block off the smaller path completely)
formerly spinnaker.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 18 2013 00:27 GMT
#96
Submitting:
Barricaded- 166x160
&#91;image loading&#93;

Sandstorm- 142x142
&#91;image loading&#93;
(LoS blockers along the path below the center expansion)
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-08-18 03:23:16
August 18 2013 03:20 GMT
#97
Maps submited!

+ Show Spoiler [KTV Sueños Pacíficos] +
[image loading]


&

+ Show Spoiler [KTV Foresta] +
[image loading]



@Sidian these ladder steps look incredible!, pls tell me that they hover/move/levitate like the bel'shir floating things, that would be perfect!
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 18 2013 06:29 GMT
#98
On August 18 2013 12:20 Uvantak wrote:
@Sidian these ladder steps look incredible!, pls tell me that they hover/move/levitate like the bel'shir floating things, that would be perfect!


Thanks.

Also, no they don't hover like the floating islands. :\ I'm actually not sure if there is a way to do that. Although maybe that's a good thing otherwise that map would probably have massive fps loss due to the amount of those steps in it.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 18 2013 09:15 GMT
#99
my submissions

+ Show Spoiler [Neo Gettysburg] +
[image loading]


+ Show Spoiler [Neo Outsider] +
[image loading]
"Not you."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 18 2013 10:13 GMT
#100
@templar: easily your best maps ever, nice work
Comprehensive strategic intention: DNE
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