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Map Jam & Challenge #10

Forum Index > SC2 Maps & Custom Games
Post a Reply
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The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-05-18 16:21:04
May 03 2014 13:27 GMT
#1
Map Jam & Challenge #10


From
Saturday, May 17 4:00pm GMT (GMT+00:00)
To
Sunday, May 18 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, May 21 4:00pm GMT (GMT+00:00)

+ Show Spoiler [Submissions] +

KTV I suck at making names by Uvantak
+ Show Spoiler +
[image loading]


[I can't think of a name either] by Coppermantis
+ Show Spoiler +
[image loading]
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Thermolysis by -NegativeZero-
+ Show Spoiler +
[image loading]

Angled
+ Show Spoiler +
[image loading]


Bases/features
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Untitled by leZaeL
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Megadodo by Namrufus
+ Show Spoiler +
[image loading]


Space Invaders by RFDaemoniac
+ Show Spoiler +
[image loading]


Crab Islands by Nestaix
+ Show Spoiler +
[image loading]

+ Show Spoiler +

[image loading]
[image loading]
[image loading]




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


Participants also have one vote available via PM.


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

  • Map Jam #9[list]
  • 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.
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2014-05-03 15:35:35
May 03 2014 15:34 GMT
#2
Inappropriate Architecture.

Penis shaped cliffs. Boobie mineral lines. Swastika texturing. Long narrow rock doodads with a bunch of bush around the base.

Go ahead, call me juvenile but that'd be pretty hilarious seeing a bunch of map submissions with penis on them lol.

+ Show Spoiler +

I didn't submit that topic.....but I should have...
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.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 03 2014 16:37 GMT
#3
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!
@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.
Samro225am
Profile Joined August 2010
Germany982 Posts
May 03 2014 18:58 GMT
#4
<3
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 03 2014 19:34 GMT
#5
w00t these are always a good time

we definitely had genitalia maps already, but that's never a bad thing, unless the maps are bad.

the theme should be 3player maps with bawdy art in the middle, a la octopus
Comprehensive strategic intention: DNE
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-05-03 19:49:03
May 03 2014 19:48 GMT
#6
ETP, why not both?

+ Show Spoiler +
NSFW? i'm not sure
+ Show Spoiler +
[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.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 03 2014 20:27 GMT
#7
On May 04 2014 00:34 SidianTheBard wrote:
Inappropriate Architecture.

Penis shaped cliffs. Boobie mineral lines. Swastika texturing. Long narrow rock doodads with a bunch of bush around the base.

Go ahead, call me juvenile but that'd be pretty hilarious seeing a bunch of map submissions with penis on them lol.

+ Show Spoiler +

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.
vibeo gane,
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 03 2014 21:16 GMT
#8
brb, gonna work on my back-breaking new layout, tentatively dubbed Space Docking - was thinking of using Braxis Alpha again
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-05-04 01:16:37
May 04 2014 01:15 GMT
#9
cool

edit: the formatting of the OP is broken around the "How does it work" section.
This is it... the alpaca lips.
Coppermantis
Profile Joined June 2012
United States845 Posts
May 04 2014 01:48 GMT
#10
On May 04 2014 04:48 Uvantak wrote:
ETP, why not both?

+ Show Spoiler +
NSFW? i'm not sure
+ Show Spoiler +
[image loading]


That's really impressive, actually. Like, wow.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 04 2014 02:44 GMT
#11
On May 04 2014 04:48 Uvantak wrote:
ETP, why not both?

+ Show Spoiler +
NSFW? i'm not sure
+ Show Spoiler +
[image loading]

Is this photoshopped, or the real map textures? If there is no photoshop involved then huge props, really amazing.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 04 2014 05:46 GMT
#12
On May 04 2014 04:48 Uvantak wrote:
ETP, why not both?

+ Show Spoiler +
NSFW? i'm not sure
+ Show Spoiler +
[image loading]

I'm in love, like wow
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-05-04 06:11:17
May 04 2014 06:02 GMT
#13
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.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 04 2014 12:38 GMT
#14
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.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 04 2014 14:53 GMT
#15
Must be summer time :D

We definitely did put aesthetic challenges separate, so we still had 2 layout features.

Remember to also submit your topic to The_Templar by PM.

I'd like to see terrain that nerfs swarm hosts. Think we can do that?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 04 2014 14:59 GMT
#16
On May 04 2014 11:44 moskonia wrote:
Show nested quote +
On May 04 2014 04:48 Uvantak wrote:
ETP, why not both?

+ Show Spoiler +
NSFW? i'm not sure
+ Show Spoiler +
[image loading]

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] +
[image loading]
, 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.
@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.
TheFlexN
Profile Joined March 2012
Israel472 Posts
May 04 2014 15:39 GMT
#17
Can I submit a topic even though I am not making a map?
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 04 2014 15:47 GMT
#18
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.
Quakecomm
Profile Joined April 2012
United States344 Posts
May 04 2014 17:32 GMT
#19
there's another one :') I might submit a map this time for fun
gorkey island is the only good map
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 04 2014 18:59 GMT
#20
Some good ones so far, but I feel a few of them would be really silly
On May 05 2014 00:39 TheFlexN wrote:
Can I submit a topic even though I am not making a map?

Yes
Moderatorshe/her
TL+ Member
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
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 18 2014 03:07 GMT
#41
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
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 18 2014 03:37 GMT
#42
On May 18 2014 11:48 RFDaemoniac wrote:
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.

woah, that cliffing though.
Mapmaker of Frost, Fruitland and Bridgehead
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2014-05-18 12:06:09
May 18 2014 10:55 GMT
#43
Thermolysis
156x116
Published on all servers

[image loading]

Angled
+ Show Spoiler +
[image loading]


Bases/features
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


-Mains are at 5 and 7, if it wasn't clear.

-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.
vibeo gane,
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 18 2014 12:14 GMT
#44
My best map , im sure you will like it very much. Here it is :

+ Show Spoiler +
Nah just kidding , i made this little shit in 30 minutes. You sure you wanna see this ?+ Show Spoiler +
[image loading]


Aesthetics :
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2014-05-18 12:21:18
May 18 2014 12:17 GMT
#45
On May 18 2014 21:14 IeZaeL wrote:
My best map , im sure you will like it very much. Here it is :

+ Show Spoiler +
Nah just kidding , i made this little shit in 30 minutes. You sure you wanna see this ?+ Show Spoiler +
[image loading]


Aesthetics :
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

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.
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
May 18 2014 13:38 GMT
#46
On May 18 2014 21:17 -NegativeZero- wrote:
Show nested quote +
On May 18 2014 21:14 IeZaeL wrote:
My best map , im sure you will like it very much. Here it is :

+ Show Spoiler +
Nah just kidding , i made this little shit in 30 minutes. You sure you wanna see this ?+ Show Spoiler +
[image loading]


Aesthetics :
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

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.
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 18 2014 13:56 GMT
#47
On May 18 2014 21:14 IeZaeL wrote:
My best map , im sure you will like it very much. Here it is :

+ Show Spoiler +
Nah just kidding , i made this little shit in 30 minutes. You sure you wanna see this ?+ Show Spoiler +
[image loading]


Aesthetics :
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Those aesthetics seem familiar
Retired Mapmaker™
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 18 2014 15:06 GMT
#48
(2) Megadodo
160x112

[image loading]
This is it... the alpaca lips.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 18 2014 15:20 GMT
#49
Just under an hour left, yeah?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 18 2014 15:53 GMT
#50
Megadodo best name 2014.

Lez that looks super fun, haha.

Negzero you better win with that, it looks like it'd actually make some great games.


I'm going to start my map now... do you guys mind if I submit it after deadline?
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 18 2014 15:59 GMT
#51
I don't think it's a problem, but if Templar comes back and makes the poll and you're not done you're probably out of luck

(2) Space Invaders
[image loading]
pathable ground is 208 x 142

Still not sure how I want the minerals in the mains :/

Nat, third, and rear fourth are farther away. Forward fourth, the middle base, and island base are closer.

Rush distance is 150 ^^

Teal blobs are rocks.
Nestaix
Profile Joined May 2014
10 Posts
May 18 2014 16:01 GMT
#52
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:

(2) Crab Islands
152x152
uploaded to: [EU] [NA]

Overview:
http://i.imgur.com/C0kUfEX.jpg


+ Show Spoiler [additional pictures] +

http://i.imgur.com/EHcBkXK.jpg
http://i.imgur.com/I38YzqI.jpg
http://i.imgur.com/GudOcpt.jpg



EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-05-18 16:05:29
May 18 2014 16:04 GMT
#53
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. ^^
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-05-18 16:05:07
May 18 2014 16:04 GMT
#54
submissions are closed except for EatThePath, updating OP
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 18 2014 16:05 GMT
#55
On May 19 2014 01:04 The_Templar wrote:
submissions are closed except for EatThePath, updating OP

Wow hater.

Fine I'll make my own poll.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-05-18 16:10:49
May 18 2014 16:10 GMT
#56
On May 19 2014 01:05 EatThePath wrote:
Show nested quote +
On May 19 2014 01:04 The_Templar wrote:
submissions are closed except for EatThePath, updating OP

Wow hater.

Fine I'll make my own poll.

I crossed it out when you made your previous post actually, hence the edit.
You actually have like 5 minutes because there are a lot of submissions
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 18 2014 16:11 GMT
#57
On May 19 2014 01:10 The_Templar wrote:
Show nested quote +
On May 19 2014 01:05 EatThePath wrote:
On May 19 2014 01:04 The_Templar wrote:
submissions are closed except for EatThePath, updating OP

Wow hater.

Fine I'll make my own poll.

I crossed it out when you made your previous post actually, hence the edit.
You actually have like 5 minutes because there are a lot of submissions

Haha it's okay, we have to keep to the rules or why have them. I'll throw mine up later.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 18 2014 16:14 GMT
#58
On May 19 2014 01:11 EatThePath wrote:
Show nested quote +
On May 19 2014 01:10 The_Templar wrote:
On May 19 2014 01:05 EatThePath wrote:
On May 19 2014 01:04 The_Templar wrote:
submissions are closed except for EatThePath, updating OP

Wow hater.

Fine I'll make my own poll.

I crossed it out when you made your previous post actually, hence the edit.
You actually have like 5 minutes because there are a lot of submissions

Haha it's okay, we have to keep to the rules or why have them. I'll throw mine up later.

I didn't finish mine either
Moderatorshe/her
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-05-18 16:28:48
May 18 2014 16:22 GMT
#59
On May 18 2014 12:02 EatThePath wrote:
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?

Ahahahahah i was wondering how much time it would take for a lurker to show up and talk about how literally hitler my map is :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.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 18 2014 16:23 GMT
#60
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.
And G
Profile Joined May 2012
Germany491 Posts
May 18 2014 17:57 GMT
#61
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...
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 18 2014 18:18 GMT
#62
Bespin Bloodbath
160x160

[image loading]
I hate when the fog doesn't render


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.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 18 2014 18:21 GMT
#63
Poll: Which map posted after the deadline is the best?

Bespin Bloodbath by EatThePath (10)
 
100%

10 total votes

Your vote: Which map posted after the deadline is the best?

(Vote): Bespin Bloodbath by EatThePath


Comprehensive strategic intention: DNE
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 18 2014 21:19 GMT
#64
This MJC is literally the TLMC3 all over again, the lava map is taking all the pussy D:
@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.
Coppermantis
Profile Joined June 2012
United States845 Posts
May 19 2014 03:27 GMT
#65
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."

-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 19 2014 07:00 GMT
#66
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.
vibeo gane,
meatpudding
Profile Joined March 2011
Australia520 Posts
May 19 2014 10:29 GMT
#67
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 16:00 -NegativeZero- wrote:
Show nested quote +
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...
Be excellent to each other.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 19 2014 11:19 GMT
#68
Remember that you can send in another vote via PM if you submitted a map. And I might shame you if you vote for yours.
Moderatorshe/her
TL+ Member
TheFlexN
Profile Joined March 2012
Israel472 Posts
May 19 2014 13:24 GMT
#69
On May 19 2014 03:21 EatThePath wrote:
Poll: Which map posted after the deadline is the best?

Bespin Bloodbath by EatThePath (10)
 
100%

10 total votes

Your vote: Which map posted after the deadline is the best?

(Vote): Bespin Bloodbath by EatThePath



You missed calling the map "Timing is Everything"
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 22 2014 10:10 GMT
#70
On May 19 2014 03:21 EatThePath wrote:
Poll: Which map posted after the deadline is the best?

Bespin Bloodbath by EatThePath (10)
 
100%

10 total votes

Your vote: Which map posted after the deadline is the best?

(Vote): Bespin Bloodbath by EatThePath



Looks like EatThePath wins, congrats :D
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 22 2014 16:38 GMT
#71
@FLexN: I have a wip for next mapjam with that name. XD

@neg: thx I'm just glad I got to double digits.
Comprehensive strategic intention: DNE
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
May 22 2014 17:27 GMT
#72
Aww, I had the perfect map for this (I think, I'm not sure how the half resources further for opponent? <-- imba??) that I could have recycled... http://www.teamliquid.net/forum/viewmessage.php?topic_id=312803

I've been checking in too seldom lately. ={ Kobold Tribes, Hearthstone, getting up a stream, etc... too much to do, not enough time.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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