Poll: Which map is the best while using the topics well?
Thermolysis by -NegativeZero- (7)
30%
KTV I suck at making names by Uvantak (6)
26%
Untitled by leZaeL (5)
22%
[I can't think of a name either] by Coppermantis (4)
17%
Crab Islands by Nestaix (1)
4%
Megadodo by Namrufus (0)
0%
Space Invaders by RFDaemoniac (0)
0%
23 total votes
Your vote: Which map is the best while using the topics well?
(Vote): KTV I suck at making names by Uvantak (Vote): [I can't think of a name either] by Coppermantis (Vote): Thermolysis by -NegativeZero- (Vote): Untitled by leZaeL (Vote): Megadodo by Namrufus (Vote): Space Invaders by RFDaemoniac (Vote): Crab Islands by Nestaix
2 central bases separated by rocks with two ramps leading to each expansion
Nonlinear terrain: Use of ramps, highground pods, and/or pathways that are not part of the main attack routes.
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.
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 [url=http://www.randomizer.org/]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 #10 The Map Jam & Challenge starts Saturday, May 17 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.
Didn't we already had a MJC where the mappers were supposed to use penises on the maps? i recall it because i couldn't stop laughing while i was making "the bush" on mine with Aiur Trees.
I hope my idea gets chosen, it will be amazing to see what can you guys come up with if it does :3
Also i just got my internet back in time to submit my idea yay!
I didn't submit that topic.....but I should have...
We should take it one step further and force the penis/penises to be a prominent terrain feature rather than just decoration. For an example, this BW map basically did it perfectly lol.
Can we make one of the aesthetic challenges to do art in the middle, not necessarily that good, but kind of like that octopus one that got into the TLMC finals? It'd be interesting to see what people'd come up with.
Ah, ETP already said this. In this case, I second that motion.
I feel like aesthetic challenge should be different than a layout one, since the whole point is having 2 different features, and trying to combine them, while you can put any theme on every layout.
Is this photoshopped, or the real map textures? If there is no photoshop involved then huge props, really amazing.
Those are grass textures only, that "photo" was made by Koagel a couple eons ago, he also made + Show Spoiler [this] +
, and as far as i know he was the one to come up with the use of Ground Props (the doodad) as a ladder for ramps (i used them on Kamala & Foxtrot). You can find more pics on the Map Art Thread
On May 04 2014 23:53 RFDaemoniac wrote:I'd like to see terrain that nerfs swarm hosts. Think we can do that?
That would be quite hard i feel, because any nerf to SH would a nerf to Toss in general, because the units behave similarly... But i'm not sure, i would have to see what you guys come up with.
You can nerf SHs without nerfing toss by making a lot of height differentials in the map. Without creep Locusts are super slow, so by forcing them to move like in a tower defense game they will not do anything. This is also a big hit for Zerg in general, since a layout with many height differences is a very choked one. This is not a nerf to Protoss because Colossi and Stalkers can both move up and down cliffs.
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 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.
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
Here is what I've got so far (hopefully correct interpretation of the second requirement)
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
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
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!
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.
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.
Instead I'm going to do away with the second paths and refocus around pushing you toward the other direction. I am still considering having a klontas mire type connection
-The idea for the scout path between the mains was taken directly from the BW map Cloud of Souls by Nightmarjoo and TkTkVrooM. The 2-tile chokes on either side are each blocked by 4 zerg eggs, but there is a mineral patch on either side to allow workers to mineral walk through the eggs to access the opponent's main. (Unlike the original BW map these mineral patches are not hallucinated and thus remain permanently; each has 100 minerals.) Several unbuildable rocks prevent warp-ins over the eggs (these aren't in the overview but are present in the updated version).
-The watchtower, accessible only to workers in the early game, can see both sets of eggs and both destructible rocks leading to the bottom semi-island.
-Assuming distances are measured from the main choke, the topic requirement is met for all bases except the gold even when the eggs are still up. Once the eggs are destroyed, main-main is shortened and the topic requirement is met for all bases except the 6m1hyg no matter what position you use for the measurements.
Well, you have my vote lol. I love stupidly tiny maps like this.
Edit: It reminds me of my own map Chaotic Arena except very slightly less chaotic (which is probably a good thing lol) and with 500% better aesthetics. And it has standard resource configurations, which means this needs to be put on the ladder as soon as possible.
Well, you have my vote lol. I love stupidly tiny maps like this.
Edit: It reminds me of my own map Chaotic Arena except very slightly less chaotic (which is probably a good thing lol) and with 500% better aesthetics. And it has standard resource configurations, which means this needs to be put on the ladder as soon as possible.
It actually has 8 mineral patches in the gold, while only 6 are allowed on ladder maps.
Anyways the map looks great, how did you make it look so good in just 30 minutes? Amazing.
Uhm, apparently I can't post images because I'm a new user on TL, hopefully its all right if i post links, for now. (or if possible, maybe an admin could edit my post to make the images imbedded?)
With these restrictions I couldn't be bothered to try and balance my map, so I decided to just make something I think would be fun to play on in a very non-competative enviroment, which means backdoors, siege tank abuseable spaces, island expansions and all that. But with that said, I present:
Yeah no biggie I'll do it for fun anyway, I love making skybridges *spoiler*.
I think the main mins should be oriented at the inner edge of the main in the closest possible air to air position. This plays up the close air and also gives you room to fly around the top edge of the map to hit the nats. Looks really cool RFD, much better! Are you going to do aesthetics? I can imagine the fighting across the chokey pathways in mid creating this urban fighting vibe. Not that you should do city, but just this sense of room to room combat, would even work with jungle.
Dang that looks really fun too, nestaix. Welcome to the map jam. ^^
For aesthetics I'm imagining something hr giger-esque. Lots of zerg dead bodies and technology and such. Do you think it's worth it? I could maybe spin off from it with a few high ground bits, like the main for standardness and maybe the skinny path through the middle to give it some advantage, and generally tighten things up.
Only one map where non-mirrors may be somewhat playable? I think at least one of those rules was really bad, and the combination made the first one even worse.
Also, several maps seem to totally fail the base distance requirement...
I'm not sure how fair it to have all spawns and such narrow areas, but I tried to provide open space at the major intersections so zerg can always engage properly at one point before an attack comes in. Rush between adjacent main chokes is ~110, so if you take the "away" natural it's almooost normal rush distances.
Probably the best desert oasis map I've made. And only.
On May 19 2014 12:27 Coppermantis wrote: Well, it's currently a three-way tie. I'm pretty sure that I only got votes because of the decent aesthetics.
My balancing process was "Does it follow the challenges? Are the natural and main secure from siege fire? Yes? Okay, cool."
Speaking of aesthetics, I think an interesting rule for these map jams would be that submissions must not be decorated - that way, the execution of the 2 topics is weighted more heavily in judging, as it should be.
Had to go with leZaeL, but I like how every submission was very different in their approach to the topics. Good work everyone, hope to see some of these in the next TLMC.
On May 19 2014 12:27 Coppermantis wrote: Well, it's currently a three-way tie. I'm pretty sure that I only got votes because of the decent aesthetics.
My balancing process was "Does it follow the challenges? Are the natural and main secure from siege fire? Yes? Okay, cool."
Speaking of aesthetics, I think an interesting rule for these map jams would be that submissions must not be decorated - that way, the execution of the 2 topics is weighted more heavily in judging, as it should be.
Someone suggested a two-phase map comp, with layout only followed by aesthetics. I thought it was a good idea...