Poll: Which map is the best while using the topics well?
Planet C by NewSunshine (8)
40%
Korhal Ravine by Uvantak (7)
35%
Retrosynthesis by -NegativeZero- (3)
15%
Salusa Secundis by TheFish7 (2)
10%
Wasted Journeys by SidianTheBard (0)
0%
Untitled by moskonia (0)
0%
Chiron Beta Prime by Coppermantis (0)
0%
Hidden Spoils by The_Templar (0)
0%
Galilei Guile by RFDaemoniac (0)
0%
20 total votes
Your vote: Which map is the best while using the topics well?
(Vote): Wasted Journeys by SidianTheBard (Vote): Untitled by moskonia (Vote): Korhal Ravine by Uvantak (Vote): Chiron Beta Prime by Coppermantis (Vote): Hidden Spoils by The_Templar (Vote): Planet C by NewSunshine (Vote): Galilei Guile by RFDaemoniac (Vote): Salusa Secundis by TheFish7 (Vote): Retrosynthesis by -NegativeZero-
Since there was one PM vote for Korhal Ravine and none for Planet C, it's a tie!
2 Central bases separated by rocks with two ramps leading to each expansion
Non-linear terrain: Use of ramps, highground pods, and/or pathways that are not part of the main attack routes.
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.
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 #9 The Map Jam & Challenge starts Saturday, Dec 21 4:00pm 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.
I'll likely have no proper internet access that weekend so I wouldn't be able to upload a map to bnet, but could I still enter if I just post a map overview from my phone?
On December 15 2013 17:17 neobowman wrote: Haha, you've got your luck cut out for you going up against Nazgul himself.
I'm just four votes behind with a few hours left :\
On December 15 2013 18:57 -NegativeZero- wrote: I'll likely have no proper internet access that weekend so I wouldn't be able to upload a map to bnet, but could I still enter if I just post a map overview from my phone?
GameHeart suggested a dynamic ‘arena’ map, where the map appearance changes for the spectator as the player expands. Would this be a viable topic for a map jam?
On December 16 2013 00:16 iHirO wrote: GameHeart suggested a dynamic ‘arena’ map, where the map appearance changes for the spectator as the player expands. Would this be a viable topic for a map jam?
Probably too complicated for most map makers, including me, so no. Map topics need to be able to explain in a few sentences max.
On December 16 2013 00:16 iHirO wrote: GameHeart suggested a dynamic ‘arena’ map, where the map appearance changes for the spectator as the player expands. Would this be a viable topic for a map jam?
Well if Ryan gives us the dependencies for making the doodads change with the players colors then sure, but otherwise we would be stuck having to make the map with pre-determined colors, like making the red player spawn in the bottom right and all the doodads be colored red meanwhile the blue player spawns in the top left and all his doodads are blue, much other than that can't be done without putting a good amount of time developing a special mod for the maps.
I think most of the issues behind changing area colors is technical, rather than creative, and thus not so well suited for a jam, but it's definitely worth investigating.
On December 16 2013 00:16 iHirO wrote: GameHeart suggested a dynamic ‘arena’ map, where the map appearance changes for the spectator as the player expands. Would this be a viable topic for a map jam?
Well if Ryan gives us the dependencies for making the doodads change with the players colors then sure, but otherwise we would be stuck having to make the map with pre-determined colors, like making the red player spawn in the bottom right and all the doodads be colored red meanwhile the blue player spawns in the top left and all his doodads are blue, much other than that can't be done without putting a good amount of time developing a special mod for the maps.
I will be happy to build the system to make this easy to do for you guys at some point but I am too busy with other things at the moment. Maybe for a future challenge!
I'm quite interested about the arena type of map, too bad that i suck at making non themed maps like Phantasm, Electric Circuit and such u.u But oh well that's something i have to work on, don't worry about it tho, maybe in the future as you said, it not something that it is needed now, it can wait.
@Neobowman, that's a good idea, but iirc we don't have the animations of when the doodads start to get creeped tho, maybe if we use a modified and permanent version of the overseer's contaminate...
On December 16 2013 00:16 iHirO wrote: GameHeart suggested a dynamic ‘arena’ map, where the map appearance changes for the spectator as the player expands. Would this be a viable topic for a map jam?
Well if Ryan gives us the dependencies for making the doodads change with the players colors then sure, but otherwise we would be stuck having to make the map with pre-determined colors, like making the red player spawn in the bottom right and all the doodads be colored red meanwhile the blue player spawns in the top left and all his doodads are blue, much other than that can't be done without putting a good amount of time developing a special mod for the maps.
I will be happy to build the system to make this easy to do for you guys at some point but I am too busy with other things at the moment. Maybe for a future challenge!
That would be kind of awesome. At your leisure. ^^
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
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.
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 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.
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!
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)
Not finished with the aesthetics side, but will publish it anyways:
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.
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
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
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.
Yeah the timers are not a necessity but it would be a nice gimmick for the map, for the collapsible rocks they are that way to facilitate the wall off for protoss players, if the rocks were covering the back entrance then the protoss could face problems with lings getting inside the mineral line forcing toss to burn forcefields constantly (like with Metalopolis), with the rocks there it is easier for protoss players since they just need to put a pylon between the fallen rocks and the mineral patches and they have covered the back of the mineral field.
Also i just realized that the center is supposed to be UP and not just 2 bases with rocks between them -.-; i won't change it tho, the map would completely break if i do that :/
Copper, if you want you could get the song to play on the map, you would need to change the format of the song to ogg or something like that, import it to the map and then swap the original background sounds of the map to the song you want on the data editor ^^ (also i love the Christmas lights, i think i should have come up with something like that instead of the desertic theme i used :/)
Stop it guys, you are making me blush, that was a map that i just came up with in some hours, it must have some very ugly problems that i still can't see, also the overall theme is quite boring, i should have added more variation between levels like sidian's and stuff, but any of you want to try it i could publish it if you guys want.
Hahaha that poor broken creature lezael, put it out of his misery! ♥
On December 22 2013 06:43 Uvantak wrote: Copper, if you want you could get the song to play on the map, you would need to change the format of the song to ogg or something like that, import it to the map and then swap the original background sounds of the map to the song you want on the data editor ^^ (also i love the Christmas lights, i think i should have come up with something like that instead of the desertic theme i used :/)
Stop it guys, you are making me blush, that was a map that i just came up with in some hours, it must have some very ugly problems that i still can't see, also the overall theme is quite boring, i should have added more variation between levels like sidian's and stuff, but any of you want to try it i could publish it if you guys want.
Hahaha that poor broken creature lezael, put it out of his misery! ♥
I wouldn't worry about boring. ^^ Personally, my map is possibly the most standard map I have made in like 6 months haha
It is actually pretty good, you need to reduce the size your maps by around ~20% reducing open areas in main bases(!), naturals and areas surrounding the middle of the map, other than that the layout schemes are good, the themes you come up with are good and the only "big" problem i see is with the flow of the map that is stretched by as i said around ~20 to 30 percent :3
This is my first attempt, bending the first rule (making the center bases mains) and maybe breaking the second one.
My submission. I'm still having trouble with the second rule... Those funky bases are 1hyg2hym3m, which is just slightly better than 6m1hyg but with the same total income. Name: Galilei Guile Bounds: 128x128 Uploaded: nowhere yet
EDIT: added submission and put old attempt in spoiler.
The second topic was mine btw, and yes those interpretations were correct. I was trying to find instances where mapmakers added terrain features where units could tread, but did not lead to any base. Surprisingly, I could only find a few instances where this actually happened. Also Uvantak that map is sick nasty, very good
On December 22 2013 06:43 Uvantak wrote: Copper, if you want you could get the song to play on the map, you would need to change the format of the song to ogg or something like that, import it to the map and then swap the original background sounds of the map to the song you want on the data editor ^^ (also i love the Christmas lights, i think i should have come up with something like that instead of the desertic theme i used :/)
Stop it guys, you are making me blush, that was a map that i just came up with in some hours, it must have some very ugly problems that i still can't see, also the overall theme is quite boring, i should have added more variation between levels like sidian's and stuff, but any of you want to try it i could publish it if you guys want.
Hahaha that poor broken creature lezael, put it out of his misery! ♥
Haha, I never intended for the song to play on the map, it was just a thematic inspiration. It's a silly song about people celebrating christmas after being banished to an asteroid by robots. Plus there'd probably be copyright issues if I published it. Thanks, though.
When I started making this I noticed that the middle bases in all the entries thus far were late game bases that were pretty unlikely to actually be taken. So in this map I tried to make the center bases a viable 3rd option - besides being gold, they're also the closest 3rd by ground, though they're still vulnerable to ranged harass from the low ground. There are tons of possible attack and harass paths everywhere, although I apparently didn't quite match the "does not lead to any base" intent of thefish7's topic seeing as how the main harass paths directly connect 3 bases...
Aesthetics are unfinished, pls don't judge. It was originally going to be a sort of flying lab but it obviously doesn't look very labbish right now lol.
Sorry I can't embed images properly since I only have internet on my phone right now, so you'll have to deal with the above links. Map isn't published on any bnet servers for the same reason.
Oh right, submissions are closed. Poll is being added into the OP, all people submitting a map get an extra vote through PM
Poll: Which map is the best while using the topics well?
Planet C by NewSunshine (8)
40%
Korhal Ravine by Uvantak (7)
35%
Retrosynthesis by -NegativeZero- (3)
15%
Salusa Secundis by TheFish7 (2)
10%
Wasted Journeys by SidianTheBard (0)
0%
Untitled by moskonia (0)
0%
Chiron Beta Prime by Coppermantis (0)
0%
Hidden Spoils by The_Templar (0)
0%
Galilei Guile by RFDaemoniac (0)
0%
20 total votes
Your vote: Which map is the best while using the topics well?
(Vote): Wasted Journeys by SidianTheBard (Vote): Untitled by moskonia (Vote): Korhal Ravine by Uvantak (Vote): Chiron Beta Prime by Coppermantis (Vote): Hidden Spoils by The_Templar (Vote): Planet C by NewSunshine (Vote): Galilei Guile by RFDaemoniac (Vote): Salusa Secundis by TheFish7 (Vote): Retrosynthesis by -NegativeZero-
Wow these are some sick maps, bros and brosephinas. Really nice work! If I have time I'll make one just to post cause the topics sound fun, there definitely needs to be more terrain that isn't just another way to attack or cover a base. I can't decide what I like best. There are ideas in every single one of the maps submitted that I really like.
On December 22 2013 06:56 Uvantak wrote: It is actually pretty good, you need to reduce the size your maps by around ~20% reducing open areas in main bases(!), naturals and areas surrounding the middle of the map, other than that the layout schemes are good, the themes you come up with are good and the only "big" problem i see is with the flow of the map that is stretched by as i said around ~20 to 30 percent :3
I think this is usually a fair criticism of templar's maps but it doesn't apply much at all in this case, imo. The base layout is such that it just becomes a map with an open 3rd and the extra space is part of the rush distance and how the players will take opposing halves to be far from each other. If you shrunk it I think you'd have rush distance and 3rd problems.
On December 24 2013 09:57 EatThePath wrote: Wow these are some sick maps, bros and brosephinas.
I just found myself a new favourite word.
But seriously, some of the maps to come out of this Map Jam are absolutely awesome all things considered; ignoring the time constraints and such to add that extra bit of polish.