Poll: Which map is the best while using the topics well?
World of Sleepers by -NegativeZero- (8)
44%
Blurry Stars by NewSunshine (5)
28%
Linken by leZaeL (2)
11%
Forsaken Outpost by Knatterking (2)
11%
Gone Loony by Coppermantis (1)
6%
Untitled by RFDaemoniac (0)
0%
Viper's Stones by Uvantak (0)
0%
Jungle Jambalaya by TheFish7 (0)
0%
Stone's Throw by Homonuncnunc (0)
0%
Alpha Quadrant by No_Limits (0)
0%
Narud Narud by Namrufus (0)
0%
18 total votes
Your vote: Which map is the best while using the topics well?
(Vote): Untitled by RFDaemoniac (Vote): Gone Loony by Coppermantis (Vote): Blurry Stars by NewSunshine (Vote): Viper's Stones by Uvantak (Vote): Jungle Jambalaya by TheFish7 (Vote): Stone's Throw by Homonuncnunc (Vote): Alpha Quadrant by No_Limits (Vote): Linken by leZaeL (Vote): Forsaken Outpost by Knatterking (Vote): World of Sleepers by -NegativeZero- (Vote): Narud Narud by Namrufus
At least half of the expansions on the map must be farther away from your opponent's main base than your main base is.
Topics:
At least a portion of the main base must border a cliff higher than it which is accessible from the outside. This can include inbase expansion areas and any accommodating features as necessary/desired.
The map must have a single watch tower that gives vision of the 3rd base hatch/nexus/CC of all spawn points.
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 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 #11 The Map Jam & Challenge starts Saturday, Jun 14 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 The_Templar, 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.
I haven't really made any map yet, but I had some fun with the editor recently. This seems like a pretty fun idea to me and I will try to participate in this one even if my map won't be as good.
Actually, that wasn't my topic but tbh that wouldn't be a bad idea...dark/nighttime maps only! Hmmmmmmm"
I feel like aesthetic related topics don't really belong in this kind of map jam. It would be interesting to see some kind of aesthetic related map jam, but you can't really combine an aesthetic topic and a layout based topic, since then there is not much hardship in making the topics work together.
Someone should really do that Layout -> Aesthetics two-parter that we talked about last time. I would, but I'm unreliable and busy a lot of the time.
@Knatterking: This is a pretty newbie-friendly little contest, since everyone knows that the maps are silly and generally non-feasible anyway. Don't worry that your map won't be as good; it's not like any of these are going into a tournament anyway.
At least a portion of the main base must border a cliff higher than it which is accessible from the outside. This can include inbase expansion areas and any accommodating features as necessary/desired.
The map must have a single watch tower that gives vision of the 3rd base hatch/nexus/CC of all spawn points.
I assume we can have alternative 3rd bases, sure. I really like the maps that are coming out of this. Army movement seems to be very difficult, which I like. Namrufus, I'm not sure that I like your corners, but your 3-base setup is awesome.
This is what I have for now. Probably gonna do some stuff with rocks around the main/nat/third + Show Spoiler +
Updated: Gone Loony Get it, because it's a lunar tileset, and "loony" was derived from "luna" since crazy people would look up at the moon all the time...
Can the person who submitted the watchtower topic please clarify it? It seems like the intent was to have a single tower that covers all 3rd bases, but some people are interpreting it as having one watchtower for each 3rd.
Tentatively named "Stone's Throw" because you're close by air and there's a lot of destructible stones
This was a lot of fun, but I got a late start and it's getting even later. I randomly selected the Monlyth tileset, and boy I really don't like the blue sand. I think I'll keep aestheticizing this map though; I really like the bronze tiles.
Description: Ain't much to it. Name is a slight nod to Delta Quadrant for being as equally awful as this map, aesthetics are non-existing. Only uploaded to EU at the moment because the name was taken on US and I couldn't be bothered to rename it, it's not like anyone is going to play it anyways. I know I'd probably have to do something about the aesthetics if I want to get any votes, but the layout is a bit ridiculous and I'm a lazy bastard.
EDIT: is there any way we can ban NewSunshine from these contests? - it's just not fair.
MORE EDITS: I'm considering rotating the thirds, since they are super vulnerable anyways, and right now they look plain stupid. Done.
On June 15 2014 14:48 -NegativeZero- wrote: Can the person who submitted the watchtower topic please clarify it? It seems like the intent was to have a single tower that covers all 3rd bases, but some people are interpreting it as having one watchtower for each 3rd.
I think you are right, unfortunately. The topic specified scrap station as an example map.
Notes: -LoS blockers along the main cliffs prevent blinks across the gap without air unit vision. -Tanks positioned in the center path can barely hit the 3rd townhalls, but only if positioned so close to the 3rd cliffs that they can be shot by roaches from the high ground. -Aesthetics are loosely based on Graveside + Cloud Kingdom - I quite like the color combinations, and I'll probably reuse the theme in a more "serious" map.
Edit: Looks like we're getting a ton of variety to accommodate the "highground over the main" constraint. some itnteresting ides here.
Also, I just realized this, but Kulas Ravine is kinda close to satisfying both requirements in horizontal positions (though it is the natural that is being overlooked by the watchtower instead of the third.)
@RFDaemoniac: yeah I'm not really satisfied with the corner area/bases myself (maybe, I don't knwo). I wanted theh "inner" third to be more attractive as a third base.
Sorry for the late reply, I wasnt watching the thread much. I made the tower topic. There has to be a watch tower that when a player takes it, it will spot both 3rd base CC/nexus/hatchery. Like in Scrap Station. You can have how many towers you want on the map, but there has to be only one tower that gives that kind of vision. Meaning that 3rd bases need to be close to each other in a way that they are both in that vision. You can have a 2nd 3rd base option, but have to be counter intuitive
On June 16 2014 01:56 TheFlexN wrote: I was super late to clarify about the tower topic. Apologies.
Yeah, I was too. Didn't realize until I woke up (pretty late) this morning.
Poll is up. There are a lot of submissions. Don't forget that everyone who submitted a map has an extra vote available. PM The_Templar to use this extra vote.
(Those CCs at the thirds don't belong there. Whoopsie. Gonna update that picture later.)
I don't have a name yet. But I thought of some degenerate research station. Suggestions anyone?
Update:
(2) Forsaken Outpost
You can play it on EU and NA!
glhf.
This looks like what most peoples' first map looks like. But don't worry Your main/natural setup looks great, and I like the Island as an option for a third. Many people avoid islands and instead find ways to fill in the terrain with more main paths, but that isn't always best and takes a while to get good at.
Some things to try for your next one (please do keep at it!):
1) Try making sure that the natural expansions are at least 40 seconds away from each other by in-game worker travel. This was hard because of the 3rd base requirement of this map jam, but the challenge is part of the fun.
2) Try making your paths wider. Many armies need a lot of space to engage. Connecting bases with just a couple long thin paths is detrimental to this type of engagement. At the very least, provide many opportunities for flanking and counter-attacks if you are going to have thin paths.
3) Try not to have multiple bases that are next to each other with the same strengths/weaknesses. The gold and corner bases are both behind two chokes (only one facing the enemy), both have high ground overlooking them, and are both pretty much just as far away from everything else. This means that if you can take and hold one of them, you can probably take and hold the other, giving players a free base.