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Active: 1163 users

Map Jam & Challenge #9 - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 17 2013 02:28 GMT
#21
On December 17 2013 10:46 MarlieChurphy wrote:
Would be interesting to see some island, hybrid, or similar style map.

You are free to submit any topic you choose.
Moderatorshe/her
TL+ Member
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
December 19 2013 12:07 GMT
#22
On December 17 2013 11:28 The_Templar wrote:
Show nested quote +
On December 17 2013 10:46 MarlieChurphy wrote:
Would be interesting to see some island, hybrid, or similar style map.

You are free to submit any topic you choose.


Then I just did :D
RIP SPOR 11/24/11 NEVAR FORGET
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 19 2013 15:05 GMT
#23
On December 19 2013 21:07 MarlieChurphy wrote:
Show nested quote +
On December 17 2013 11:28 The_Templar wrote:
On December 17 2013 10:46 MarlieChurphy wrote:
Would be interesting to see some island, hybrid, or similar style map.

You are free to submit any topic you choose.


Then I just did :D

Can you be a little more specific about what your topic is then? ^^ (and PM me it)
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 20 2013 18:03 GMT
#24
Just a reminder that the Map Jam & Challenge #9 begins in
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
December 20 2013 18:09 GMT
#25
On December 21 2013 03:03 The_Templar wrote:
Just a reminder that the Map Jam & Challenge #9 begins in


Just a reminder, Scarlett vs Naniwa starts at the same time! Guess I'll map make in between games!
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.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 20 2013 18:14 GMT
#26
On December 21 2013 03:09 SidianTheBard wrote:
Show nested quote +
On December 21 2013 03:03 The_Templar wrote:
Just a reminder that the Map Jam & Challenge #9 begins in


Just a reminder, Scarlett vs Naniwa starts at the same time! Guess I'll map make in between games!

Best time to make maps.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 20 2013 18:25 GMT
#27
On December 21 2013 03:09 SidianTheBard wrote:
Show nested quote +
On December 21 2013 03:03 The_Templar wrote:
Just a reminder that the Map Jam & Challenge #9 begins in


Just a reminder, Scarlett vs Naniwa starts at the same time! Guess I'll map make in between games!

Yeah it was pretty crazy last time at the Red Bull Battle Grounds, but fun none the less!
@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-12-21 16:11:42
December 21 2013 16:06 GMT
#28
The topics have been determined!

  • 2 Central bases separated by rocks with two ramps leading to each expansion
(think Agria Valley)

  • Non-linear terrain: Use of ramps, highground pods, and/or pathways that are not part of the main attack routes.




So many submitted topics were very wordy

+ Show Spoiler [Topics Submitted] +

1. 2 Icarus type bases per player (2 gold minerals, 4 blue minerals, 1 HYG)
2. Open naturals
3. Island map
4. low main
5. 4v4 maps.
6. 7 player map.
7. Far thirds
8. Non-linear terrain: Use of ramps, highground pods, and/or pathways that are not part of the main attack routes.
9. Rock Tower Dominos! (Areas where there are multiple rock towers in a row so when you kill one they all fall.)
10. The middle of the map will be in the style of Agira Valley: 2 expansions on a connected high ground separated by rocks and has 2 ramps to each expansion.
11. Multiple central unconnected highgrounds
12. More than 4 start locations
Moderatorshe/her
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
December 21 2013 16:40 GMT
#29
Can the one who suggested the 2nd topic explain it a bit more? Kinda confusing.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 21 2013 16:49 GMT
#30
I think it means that you must use more than just one (or two) pathway towards your opponent, to be short, no maps like Daybreak or Zerus Prime, or at least that's what i understood.

Also + Show Spoiler [Agria Valley] +
[image loading]
@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.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 21 2013 17:00 GMT
#31
I'm interpreting as, routes that don't lead directly to places. Like not only attack paths but stuff like backdoors and paths to nowhere in particular? I guess?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-12-21 17:12:07
December 21 2013 17:03 GMT
#32
The examples given by the submitter were: Backdoor to the Natural on Xel'Naga Caverns, Highground between main & Third on Scrap Station, Highground pod at the natural on Red City.
So basically what neobowman said.
Moderatorshe/her
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
December 21 2013 18:00 GMT
#33
Ah interesting, thanks all for explaining. Very nice topics this time.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
December 21 2013 18:52 GMT
#34
This is rough for me because I'm always a doodad whore but I'm trying to be very conservative on this lol. I'm almost done...although I dunno if I did the non-linear stuff that well. Oh wells. Soon!
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.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2013-12-21 19:52:58
December 21 2013 19:44 GMT
#35
Alright bros, here's my submission. I know I still have a long time but meh, I'm finished now so why not submit it. Now I can just watch the rest of this Naniwa/Scarlett showmatch.

I did a play on words with the middle. They are separated by "rocks" There's actually a small pathway (lings/marines/zealots/workers) can scout through the middle before rocks get taken out. I added some random areas with high ground pods, low ground, etc etc so I'm hoping that's kinda working with the 2nd topic. (haha /shrug)

Wasted Journeys
Map Size: 110x200
Uploaded: NA

[image loading]

Main:
+ Show Spoiler +

[image loading]


Nat:
+ Show Spoiler +

[image loading]


3rd:
+ Show Spoiler +

[image loading]


Middle:
+ Show Spoiler +

[image loading]

[image loading]


edit:
Had to re-upload pictures because I took out some d-rocks at the forward 3rd and forgot to put them back in. lol
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.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 21 2013 20:28 GMT
#36
Not finished with the aesthetics side, but will publish it anyways:

[image loading]

3rd might be too open, thinking of putting another high ground pod near it.
Tower covers corner and mid expo's.
Tower blocks path, you can not pass besides it.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 21 2013 20:38 GMT
#37
I found out i dont have time to finish this , if someone wants , i can send you map layout. ( it is 50% done , just copy paste it ).
Sorry , maybe next time
[image loading]
Author of Coda and Eastwatch.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 21 2013 21:08 GMT
#38
My map, Korhal Ravine.

Size: 134x140
Distance Main to Main: 62 seconds.

[image loading]

Sadly the overview doesn't look all that good tbh, so here are some other captions.

Center of the map.
+ Show Spoiler +
[image loading]


Natural & Main.
+ Show Spoiler +
[image loading]


Natural.
+ Show Spoiler +
[image loading]


Third base.
+ Show Spoiler +
[image loading]


Fourth base
+ Show Spoiler +
[image loading]



I wanted to make the destructible rocks on the third destroy itself after ~10 minutes, same with the collapsable rocks at the natural (~5 minutes for these) but i don't have the time :p
@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.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 21 2013 21:18 GMT
#39
Uvantak that looks really good, loving the shape of the map. Although I don't think having timers on the rocks is necessary and I think having the collapsable rocks cover the whole back entrance would make it more significant.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 21 2013 21:20 GMT
#40
Uvantak stop being so awesome.
Moderatorshe/her
TL+ Member
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