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Map Jam & Challenge #10 - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
TheFlexN
Profile Joined March 2012
Israel472 Posts
May 16 2014 13:36 GMT
#21
It starts tomorrow! I am so exited to know what topics are chosen and I really want to see the awesome maps!
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 17 2014 16:04 GMT
#22
Topics:


  • No elevation levels
  • At least half of the expansions on the map must be farther away from your opponent's main base than your main base is.



+ Show Spoiler [Full list of topics] +
1. No elevation levels
2. At least 1 super wide ramp per player.
3. The extended use of the 4 levels of terrain! (Use the positive pathing paint and the height tool to allow units to move through the lowest level of the map and use it in a "serious" map.)
4. Open Naturals.
5. Map must be shaped like a letter of the (English) alphabet.
6. Maps of the largest size possible, 256x256 (total)
7. backward-facing natural expansions, a la King Sejong Station
8. hard to access map centers
9. Island or semi-island map.
10. Natural design must have the features of Backwater Gulch design (Natural base must have 3 ramps, 2 of them blocked by rocks. Need to have an unpathable terrain that cuts the natural somehow (can have as many as wanted). Sizes of ramps and unpathable terrain are the map makers choice, but the size of the whole natural area must be as big as the main best if not bigger.)
11. 5p rotational
12. At least half of the expansions on the map must be farther away from your opponent's main base than your main base is.
13. Expansion pattern must contain at least one triplet of bases whose CC are within siege tank range of each other. Think chuky's back2back but with 3 bases. Doublesided / unconventional resource layout interpretations are acceptable.
Moderatorshe/her
TL+ Member
Nestaix
Profile Joined May 2014
10 Posts
Last Edited: 2014-05-17 16:30:26
May 17 2014 16:24 GMT
#23
No elevation levels i get, but...
"At least half of the expansions on the map must be farther away from your opponent's main base than your main base is."

So simply, half the bases are on your side of the map?
read it wrong, im a dummy, godd luck folks

edit: yes, i joined TL for this Map Jam. long time lurker though.
algue
Profile Joined July 2011
France1436 Posts
May 17 2014 16:48 GMT
#24
Lol, I've already a map in store matching the two topics. I just have to make a minor tweak to it and it will be ready.
rly ?
Coppermantis
Profile Joined June 2012
United States845 Posts
May 17 2014 16:59 GMT
#25
Does "half the expansions" mean out of all the expansions total, or just the ones you would be expected to take?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-05-17 18:50:43
May 17 2014 17:35 GMT
#26
On May 18 2014 01:59 Coppermantis wrote:
Does "half the expansions" mean out of all the expansions total, or just the ones you would be expected to take?

I would guess all of them.
edit: I just realized that doesn't add up. If more than half of all the bases are closer to your opponent's main, fewer than half of the bases are further from your main than your opponents main. So I guess the bases on your side of the map
Moderatorshe/her
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 17 2014 18:01 GMT
#27
Here is what I've got so far (hopefully correct interpretation of the second requirement)

[image loading]

dimensions = 160x112
main entrances are 3 units (into the nat) and 2 units (into the center) wide; both are filled with unbuildable terrain so you can't warp in if the entrance has been walled. Geysers for the double-sided third are high-yield
This is it... the alpaca lips.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 17 2014 19:08 GMT
#28
Yeah i'm also confused about that second rule :S but i think that you namrufus are on top of it, but your map still is using elevation levels!
@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
May 17 2014 19:21 GMT
#29
On May 18 2014 04:08 Uvantak wrote:
Yeah i'm also confused about that second rule :S but i think that you namrufus are on top of it, but your map still is using elevation levels!

All pathable stuff is on the same level though, so it's fine
Moderatorshe/her
TL+ Member
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
May 17 2014 19:28 GMT
#30
I would really like the person that submitted the 2nd rule tp explain it more detailed, it's a bit confusing, maybe a sketch to show what you mean?
"Not you."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 17 2014 19:31 GMT
#31
Pretty cool namru, why the doublesided bases though? Just for the heck of it?

So... basically this means the mains will have a shortcut path

OR

the mains are near the center of the map
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2014-05-17 20:53:51
May 17 2014 20:19 GMT
#32
yeah, mains near the center of the map would do it.

This map comes close, but not quite.

http://www.teamliquid.net/forum/sc2-maps/388154-m-2-hots-dances-of-fireflies

EDIT: A 4p with cross spawn disabled may also do it

EDIT 2: You can avoid the double sided aspect of desert oasis (which can encourage base trades) if you do a reflected map instead of rotational
Coppermantis
Profile Joined June 2012
United States845 Posts
May 17 2014 20:30 GMT
#33
So kind of like Desert Oasis then. Alright, sounds good.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-05-17 21:30:46
May 17 2014 21:09 GMT
#34
Behold!

KTV I suck at making names


[image loading]

Cross spawns only atm, but if you guys think that the map could become even more imba with all the spawns enabled i will do so just for the heck of it!
@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
May 17 2014 21:42 GMT
#35
KTV Rocky Cyclone?
Moderatorshe/her
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-05-17 22:34:36
May 17 2014 22:01 GMT
#36
I thought those were all destructible rocks at first.
[I can't think of a name either]
[image loading]
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

Multiple cliff levels used for aesthetic purposes, but all playable terrain is on one elevation.

^^ One of the buildings accidentally got shifted onto some terrain in the bottom left. Ignore that.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-05-18 01:48:36
May 17 2014 22:30 GMT
#37
That's a fairly good name thnks templar, renamed and published to EU & AM!

Also here are some screenshots since the overview looks just awful without the fog and static shadows.

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


How about something like Broken City Copper? idk, again i really suck at naming things
@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
May 18 2014 02:44 GMT
#38
On May 18 2014 01:04 The_Templar wrote:
Topics:


  • No elevation levels
  • At least half of the expansions on the map must be farther away from your opponent's main base than your main base is.



+ Show Spoiler [Full list of topics] +
1. No elevation levels
2. At least 1 super wide ramp per player.
3. The extended use of the 4 levels of terrain! (Use the positive pathing paint and the height tool to allow units to move through the lowest level of the map and use it in a "serious" map.)
4. Open Naturals.
5. Map must be shaped like a letter of the (English) alphabet.
6. Maps of the largest size possible, 256x256 (total)
7. backward-facing natural expansions, a la King Sejong Station
8. hard to access map centers
9. Island or semi-island map.
10. Natural design must have the features of Backwater Gulch design (Natural base must have 3 ramps, 2 of them blocked by rocks. Need to have an unpathable terrain that cuts the natural somehow (can have as many as wanted). Sizes of ramps and unpathable terrain are the map makers choice, but the size of the whole natural area must be as big as the main best if not bigger.)
11. 5p rotational
12. At least half of the expansions on the map must be farther away from your opponent's main base than your main base is.
13. Expansion pattern must contain at least one triplet of bases whose CC are within siege tank range of each other. Think chuky's back2back but with 3 bases. Doublesided / unconventional resource layout interpretations are acceptable.

No elevation changes is boring to me, it makes it harder to have a map that actually works, so I have a harder time treating it seriously. The other one was confusing at first, but might've been good if the other restraint was better.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 18 2014 02:48 GMT
#39
No elevation changes definitely makes the other one hard.

I just made my map really big to compensate :/

First attempt, will probably refine before submitting.

[image loading]


Bottom minerals are clearly messed up and the mains are the largest islands towards the center.

Would probably rock the back door to the main.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 18 2014 03:02 GMT
#40
I can't believe our TLMC finalist is putting swastikas on his maps.

I agree the one terrain level rule is really annoying. Maybe it was intended to produce interesting main choke ideas?

@RFD that is huge. Kinda cool, but huge. I would make a big open space on the north route because it's just one path with no flanking opportunity. Mech push... The idea of a map with a huge air space in the middle is kind of cool though... maybe I'll work on that too.
Comprehensive strategic intention: DNE
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