• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:44
CEST 02:44
KST 09:44
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Rollback Netcode in Brood War705.0.17 Patch Notes - October 7, 202621Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)78
StarCraft 2
General
ESL Pro Tour for SC2 discontinued [Old] StarCraft 3 Reportedly in Development 5.0.17 Patch Notes - October 7, 2026 StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
RSL 2026 Offline Finals LCQ Sign-Ups $3,500 WardiTV Not-Summer Championship ScienceCraft (October 24-25) - Live Event Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts
Brood War
General
Rollback Netcode in Brood War BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Ziemie's Starcraft 1 Prequel Campaign Mineral Boosting (2 workers/patch)
Tourneys
[Megathread] Daily Proleagues [ASL22] Semifinal A [ASL22] Semifinal B [ASL22] Ro8 Day 4
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12279 users

Map Jam & Challenge #10 - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
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 Country52798 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.
ModeratorI am still alive, somehow
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 Country52798 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
ModeratorI am still alive, somehow
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 Country52798 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
ModeratorI am still alive, somehow
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 Country52798 Posts
May 17 2014 21:42 GMT
#35
KTV Rocky Cyclone?
ModeratorI am still alive, somehow
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
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
The QMC Showmatch 1
CranKy Ducklings58
OSC
23:00
Masters Cup #151: Group A
davetesta24
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 7639
Rain 1632
GuemChi 1221
Artosis 702
Dota 2
monkeys_forever320
NeuroSwarm214
League of Legends
Doublelift5342
Counter-Strike
minikerr20
Super Smash Bros
AZ_Axe142
Other Games
FrodaN2474
Liquid`RaSZi1832
JimRising 510
Livibee490
C9.Mang0482
Maynarde140
ArmadaUGS33
Mew2King32
Organizations
Other Games
gamesdonequick1111
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 127
• CranKy Ducklings SOOP40
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1251
• Scarra1201
• Shiphtur654
Upcoming Events
OSC
11h 16m
WardiTV Weekly
1d 10h
PiGosaur Cup
1d 23h
Kung Fu Cup
2 days
The PondCast
3 days
Online Event
4 days
Korean StarCraft League
5 days
Afreeca Starleague
5 days
Rush vs Soulkey
CranKy Ducklings
5 days
BSL Open Qualifier
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

Acropolis #5 - GSB
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.