Map Jam & Challenge #10 - Page 2
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TheFlexN
Israel472 Posts
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The_Templar
your Country52797 Posts
Topics:
+ 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. | ||
Nestaix
10 Posts
"At least half of the expansions on the map must be farther away from your opponent's main base than your main base is." read it wrong, im a dummy, godd luck folks edit: yes, i joined TL for this Map Jam. long time lurker though. | ||
algue
France1436 Posts
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Coppermantis
United States845 Posts
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The_Templar
your Country52797 Posts
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 ![]() | ||
Namrufus
United States396 Posts
![]() 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 | ||
Uvantak
Uruguay1381 Posts
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The_Templar
your Country52797 Posts
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 | ||
Meavis
Netherlands1300 Posts
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EatThePath
United States3943 Posts
So... basically this means the mains will have a shortcut path OR the mains are near the center of the map | ||
RFDaemoniac
United States544 Posts
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
United States845 Posts
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Uvantak
Uruguay1381 Posts
KTV I suck at making names ![]() 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! | ||
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The_Templar
your Country52797 Posts
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Coppermantis
United States845 Posts
[I can't think of a name either] ![]() + Show Spoiler + 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
Uruguay1381 Posts
Also here are some screenshots since the overview looks just awful without the fog and static shadows. + Show Spoiler + How about something like Broken City Copper? idk, again i really suck at naming things | ||
NewSunshine
United States5938 Posts
On May 18 2014 01:04 The_Templar wrote: Topics:
+ 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. | ||
RFDaemoniac
United States544 Posts
I just made my map really big to compensate :/ First attempt, will probably refine before submitting. ![]() 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
United States3943 Posts
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. | ||
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