In any case, entry #2:
![[image loading]](http://abload.de/img/callisto600pmoj3.png)
Ambiguous natural/third/fourth/fifth. Forward gold similar to Metalopolis. No unbuildable rocks.
Forum Index > SC2 Maps & Custom Games |
And G
Germany491 Posts
In any case, entry #2: ![]() Ambiguous natural/third/fourth/fifth. Forward gold similar to Metalopolis. No unbuildable rocks. | ||
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NewSunshine
United States5938 Posts
On February 10 2015 10:47 And G wrote: Umm, how is a "physical" SC2Map file that I upload somewhere different from an SC2Map file downloaded with the editor directly from battle.net? Because the TL strat team has better things to do than log into battle.net via the editor and manually search for a bunch of maps, with the off-chance of not being able to find it. | ||
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Plexa
Aotearoa39261 Posts
On February 10 2015 10:38 NinjaDuckBob wrote: Thanks for the clarification! Should I re-submit my map then, or just add the link to the PM? Just send the link in the PM | ||
Vindicator
United States3 Posts
Worker Main to Main travel time: 40 seconds ![]() Click here for higher resolution of above image ![]() ![]() Look forward to hearing what you think! No idea what to expect since this is a little different. Take note of the tunnels in the middle of the map. They potentially invite a new metagame into play by allowing smaller units to travel quicker through the center of the map as well as provide evasive options for armies of smaller unit compositions. | ||
SetGuitarsToKill
Canada28396 Posts
On February 10 2015 18:32 Vindicator wrote: Map Name: -Phoenix- Worker Main to Main travel time: 40 seconds + Show Spoiler + Look forward to hearing what you think! No idea what to expect since this is a little different. Take note of the tunnels in the middle of the map. They potentially invite a new metagame into play by allowing smaller units to travel quicker through the center of the map as well as provide evasive options for armies of smaller unit compositions. I don't fucking care if it's balanced or not, this needs to win! | ||
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Jer99
Canada8157 Posts
On February 10 2015 20:03 SetGuitarsToKill wrote: Show nested quote + On February 10 2015 18:32 Vindicator wrote: Map Name: -Phoenix- Worker Main to Main travel time: 40 seconds + Show Spoiler + Look forward to hearing what you think! No idea what to expect since this is a little different. Take note of the tunnels in the middle of the map. They potentially invite a new metagame into play by allowing smaller units to travel quicker through the center of the map as well as provide evasive options for armies of smaller unit compositions. I don't fucking care if it's balanced or not, this needs to win! We'll see about that :p | ||
TheRealSpaceCowboy
21 Posts
Zero G ![]() Note that the Lab Minerals aren't recognized by the analyzer. ![]() I came up with the name because I changed the gravity on the map to +1.0 (so not actualy zero) instead of the default -9.8 (which is the gravity on our lovely planet earth). This causes physics debris of killed units to fly into space instead of just fall on the ground. Nothing gamechanging really but it adds something new without changing too much. Here's an example, poor Protoss units ![]() ![]() ![]() ![]() | ||
Cricketer12
United States13973 Posts
On February 10 2015 18:32 Vindicator wrote: Map Name: -Phoenix- Worker Main to Main travel time: 40 seconds ![]() Click here for higher resolution of above image ![]() ![]() Look forward to hearing what you think! No idea what to expect since this is a little different. Take note of the tunnels in the middle of the map. They potentially invite a new metagame into play by allowing smaller units to travel quicker through the center of the map as well as provide evasive options for armies of smaller unit compositions. Okay this is VERY cool. | ||
necrogon
Canada35 Posts
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OtherWorld
France17333 Posts
On February 11 2015 00:23 necrogon wrote: How do you even give them a download link to your map? Will the images alone do? No, you have to give an image AND the map file. Use dropbox or mediafire. | ||
Cricketer12
United States13973 Posts
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Plexa
Aotearoa39261 Posts
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asomikrahl
Canada4 Posts
Spawn locations are in the angles, hidden natural blocked by debris ![]() | ||
JaredStarr
Canada115 Posts
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SidianTheBard
United States2474 Posts
Although, I do wonder how long the whole judging process will take...Let's hope Plexa & Co plow through it within a week! :D Ehhhh?? haha. | ||
NinjaDuckBob
177 Posts
On February 11 2015 08:30 SidianTheBard wrote: This is probably my favorite part of TLMC, these last few days before submissions are due and you get to see a ton of new maps getting posted. Yeaaaaa!!! Although, I do wonder how long the whole judging process will take...Let's hope Plexa & Co plow through it within a week! :D Ehhhh?? haha. Hmmm I like quick results, but I don't want it rushed, I'd prefer each map carefully analyzed. | ||
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Plexa
Aotearoa39261 Posts
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FreezingAcidRain
Canada18 Posts
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