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Map Jam & Challenge #9

Forum Index > SC2 Maps & Custom Games
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The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-12-25 19:15:01
December 14 2013 13:36 GMT
#1
Map Jam & Challenge #9


From
Saturday, Dec 21 4:00pm GMT (GMT+00:00)
To
Sunday, Dec 22 4:00pm GMT (GMT+00:00)



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.


Winner is determined
Wednesday, Dec 25 4:00pm GMT (GMT+00:00)

+ Show Spoiler [Submissions] +

Wasted Journeys by SidianTheBard
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +

&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;


Untitled by moskonia
+ Show Spoiler +
&#91;image loading&#93;


Korhal Ravine by Uvantak
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +
&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;


Chiron Beta Prime by Coppermantis
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +
&#91;image loading&#93;


Hidden Spoils by The_Templar
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +
&#91;image loading&#93;
&#91;image loading&#93;


Planet C by NewSunshine
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +
&#91;image loading&#93;
&#91;image loading&#93;
&#91;image loading&#93;
&#91;image loading&#93;
&#91;image loading&#93;


Galilei Guile by RFDaemoniac
+ Show Spoiler +
&#91;image loading&#93;


Salusa Secundis by TheFish7
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +
&#91;image loading&#93;


Retrosynthesis by -NegativeZero-
+ Show Spoiler +
&#91;image loading&#93;

+ Show Spoiler +
&#91;image loading&#93;




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!


Previous Topics

                                                                              + Show Spoiler +

  • Map Jam #1
    • 2v2
    • Desert Oasis Style Mains

  • Map Jam #2
    • Extreme chokes and open spaces
    • Use of hostile units

  • Map Jam #3
    • 3 player
    • multiple Xel'Naga Towers

  • Map Jam #4
    • Area < 16900
    • Forward high ground

  • Map Jam #5
    • No ramps
    • Maximum playable width of 116

  • Map Jam #6
    • Gold Bases
    • Contains at least 11 ramps per player

  • Map Jam #7
    • Based on a Magic the Gathering card
    • Xel'Naga tower in main

  • Map Jam #8
    • 3 player map
    • Asymmetric






Topics:

  • 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.
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 14 2013 15:07 GMT
#2
Ahhhh Yis!!
i ♥ the Mapjam
@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 14 2013 15:25 GMT
#3
Fuck yes! can't wait.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 14 2013 21:55 GMT
#4
Can't wait to see what the topics are going to be.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 15 2013 01:26 GMT
#5
I always enjoy trying to craft a fun topic. Let's see...
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-12-15 06:54:01
December 15 2013 06:53 GMT
#6
Sent in my topic. Let's see what comes up this time.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 15 2013 08:17 GMT
#7
Haha, you've got your luck cut out for you going up against Nazgul himself.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
December 15 2013 09:25 GMT
#8
I swear every Map Jam is always a really shitty weekend for me. I'll most likely be visiting my family doing an early christmas that weekend. >.<

Time to think of a topic though...to torture everybody else!

(hopefully I can compete tho!)
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.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 15 2013 09:57 GMT
#9
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?
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 15 2013 13:25 GMT
#10
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?

That's what I usually do, should be fine
ModeratorI am still alive, somehow
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
December 15 2013 15:02 GMT
#11
The map making community needs some serious boost, I was sure RedBull was the boost we needed but it seems not.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 15 2013 15:16 GMT
#12
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?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
moskonia
Profile Joined January 2011
Israel1448 Posts
December 15 2013 15:23 GMT
#13
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.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 15 2013 20:35 GMT
#14
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.
@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.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 15 2013 21:22 GMT
#15
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.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 15 2013 23:22 GMT
#16
I suppose it's possible to have like stuff get more creeped up with doodads being replaced with their zergified counterparts or something like that.
GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2013-12-16 00:02:27
December 16 2013 00:01 GMT
#17
On December 16 2013 05:35 Uvantak wrote:
Show nested quote +
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!
Gameheart
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 16 2013 01:03 GMT
#18
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...
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 16 2013 20:27 GMT
#19
On December 16 2013 09:01 GameHeart wrote:
Show nested quote +
On December 16 2013 05:35 Uvantak wrote:
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. ^^
Comprehensive strategic intention: DNE
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
December 17 2013 01:46 GMT
#20
Would be interesting to see some island, hybrid, or similar style map.
RIP SPOR 11/24/11 NEVAR FORGET
The_Templar
Profile Blog Joined January 2011
your Country52798 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.
ModeratorI am still alive, somehow
TL+ Member
MarlieChurphy
Profile Blog Joined January 2013
United States2065 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 Country52798 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)
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 20 2013 18:03 GMT
#24
Just a reminder that the Map Jam & Challenge #9 begins in
ModeratorI am still alive, somehow
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2475 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 Country52798 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
ModeratorI am still alive, somehow
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 Country52798 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.
ModeratorI am still alive, somehow
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 States2475 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 States2475 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 Country52798 Posts
December 21 2013 21:20 GMT
#40
Uvantak stop being so awesome.
ModeratorI am still alive, somehow
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
December 21 2013 21:23 GMT
#41
Chiron Beta Prime:
[image loading]

[image loading]

(If anyone's familiar with the song "Merry Christmas from Chiron Beta Prime," this was inspired by it.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 21 2013 21:28 GMT
#42
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 :/
@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.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 21 2013 21:34 GMT
#43
Uvantak , this is GOLD ! Are you able to make ugly maps like mine ? =(
Author of Coda and Eastwatch.
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 21 2013 21:36 GMT
#44
cool topics, lemme see if I got time.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-12-21 21:41:41
December 21 2013 21:39 GMT
#45
Coppermantis, I'm having a hard time seeing the details of your map. Please texture it a little bit -_^


(2)Hidden Spoils


&#91;image loading&#93;
To the victor go the spoils...


Extras:
+ Show Spoiler +
&#91;image loading&#93;
&#91;image loading&#93;


Did the artwork in about 20 minutes haha -_-
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 21 2013 21:43 GMT
#46
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! ♥
@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 Country52798 Posts
December 21 2013 21:47 GMT
#47
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
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 21 2013 21:56 GMT
#48
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
@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.
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 22 2013 05:03 GMT
#49
I did a map, ugaiz.

Planet C

[image loading]

+ Show Spoiler [CLOSE] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-12-22 08:11:52
December 22 2013 06:27 GMT
#50
Some sick maps coming out of these topics... I'm very impressed.
+ Show Spoiler [first attempt] +

This is my first attempt, bending the first rule (making the center bases mains) and maybe breaking the second one.
[image loading]


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
[image loading]


EDIT: added submission and put old attempt in spoiler.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2013-12-22 07:55:13
December 22 2013 06:28 GMT
#51
Salusa Secundis
updated 1.1

[image loading]

+ Show Spoiler +
[image loading]


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
~ ~ <°)))><~ ~ ~
Coppermantis
Profile Joined June 2012
United States845 Posts
December 22 2013 07:58 GMT
#52
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.

CutTheEnemy
Profile Joined November 2013
Canada373 Posts
December 22 2013 08:29 GMT
#53
What cool submissions so far!
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-12-22 11:20:14
December 22 2013 11:12 GMT
#54
Retrosynthesis
Bounds: 156x132

Overview (angled)
Overview (90 degree)
Analyzer

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.
vibeo gane,
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 22 2013 18:04 GMT
#55
So top 3 is : korhal ravine , planet c , retrosynthesis ? :D
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2013-12-23 02:51:45
December 22 2013 18:05 GMT
#56
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-


ModeratorI am still alive, somehow
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 22 2013 22:29 GMT
#57
Lol, technically every map is top 3 right now
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 22 2013 22:29 GMT
#58
On December 23 2013 07:29 -NegativeZero- wrote:
Lol, technically every map is top 3 right now

Wow I was expecting 5th at best
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-12-24 01:00:57
December 24 2013 00:57 GMT
#59
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.

"Galilei Guile" such a cool name
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 24 2013 01:22 GMT
#60
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.
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 24 2013 03:42 GMT
#61
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.
Twitter: @iamcaustic
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 24 2013 14:21 GMT
#62
Just a reminder to all participants that they have an extra vote available through PM. Voting ends in
ModeratorI am still alive, somehow
TL+ Member
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