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Map Jam & Challenge #20

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-05-19 00:05:44
May 12 2015 19:34 GMT
#1
Map Jam & Challenge #20
http://wiki.teamliquid.net/starcraft2/User:The_Templar/Map_Jam_&_Challenge

From
Saturday, May 16 4:00pm GMT (GMT+00:00)
To
Sunday, May 17 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 in one map.
  • Post your map overview and relevant details in this thread.
  • Poll decides on winner with participants having one additional vote.


Winner is determined
Monday, May 18 4:00pm GMT (GMT+00:00)

+ Show Spoiler [Submissions] +
Onrefni Sloop by Superouman + Show Spoiler +
[image loading]

124x124

Infernal Minigolf by moskonia + Show Spoiler +
[image loading]

On May 17 2015 08:31 moskonia wrote:
-Main and nat are too big just like the original.
-Natural ramp is far from the main building so walling/defending with PO is hard/impossible.
-3rd is hard to take (had to make the forward 3rd a half base or else it would be a much better choice than the other ones).
-Rush distance is actually in the playable range.


Smothered Hope by LComteVarauG + Show Spoiler +
[image loading]

On May 17 2015 10:19 LComteVarauG wrote:

+ Show Spoiler +
[image loading]


Aesthetics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


I didn't find the Inferno Pools tileset very inspiring, but I took the gold base setup, the optional (and forward) third and the island base. The center has similar deadzones, but without the watch towers and with a thin path like on Mutiny.

There are just under 1000 doodads on this map, despite its small size!


MJC by Rukis + Show Spoiler +
[image loading]

On May 17 2015 11:58 Rukis wrote:
104x136 its 14144 area


Too Close For Comfort by Coppermantis + Show Spoiler +
[image loading]
+ Show Spoiler +
On May 17 2015 12:20 Coppermantis wrote:
I have no idea what I'm doing.


I'm not too fond of having to base it on another map, but oh well. I too didn't really like Inferno Pools' tileset, so I just kinda-sorta thought about the base layout in this one.


MJC Infernally Tired by Uvantak + Show Spoiler +
[image loading]

On May 17 2015 16:05 Uvantak wrote:
I'm soooooo tired, but I finished without falling asleep on te keyboard, gn to y'all.

+ Show Spoiler [90º] +

[image loading]


+ Show Spoiler [Random pics] +
[image loading]

[image loading]

[image loading]

[image loading]


I just realized that it has almost no doodads, I would count them to make a joke about Templar maps, but that would mean that I would need to reopen the editor, and there is no way in hell I'm doing that again at this hour.

Oh also sorry for the bland, layout I had another map in the works but I got tired of it, it was simply too shitty, so I scrapped it and started all over.




Poll: TBD





Topics:


  • Must be inspired by or based on Inferno Pools.
  • Smaller than 124x124 (or sub 15,376 area)



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 giveaways, no t-shirts. 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 #20
The Map Jam & Challenge starts Saturday, May 16 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, except no one besides The_Templar seems interested in doing so. If you are interested in administration please notify the admin of the most recent map jam.

Previous Topics
+ Show Spoiler +

  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=379818]Map Jam #1[list]
  • 2v2
  • Desert Oasis Style Mains
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=386324]Map Jam #2[/url][list]
  • Extreme chokes and open spaces
  • Use of hostile units
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=392429]Map Jam #3[/url][list]
  • 3 player
  • multiple Xel'Naga Towers
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=397502]Map Jam #4[/url][list]
  • Area < 16900
  • Forward high ground
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=412228]Map Jam #5[/url][list]
  • No ramps
  • Maximum playable width of 116
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=416325]Map Jam #6[/url][list]
  • Gold Bases
  • Contains at least 11 ramps per player
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=420293]Map Jam #7[/url][list]
  • Based on a Magic the Gathering card
  • Xel'Naga tower in main
    [/list]
  • [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=424264]Map Jam #8[/url][list]
  • 3 player map
  • Asymmetric
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/438361-map-jam-and-challenge-9]Map Jam #9[/url][list]
  • 2 Central bases separated by rocks with two ramps leading to each expansion
  • Nonlinear terrain
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/449699-map-jam-and-challenge-10]Map Jam #10[/url][list]
  • 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.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/452243-map-jam-and-challenge-11]Map Jam #11[/url][list]
  • At least a portion of the main base must border a cliff higher than it which is accessible from the outside.
  • The map must have a single watch tower that gives vision of the 3rd base hatch/nexus/CC of all spawn points.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/462048-map-jam-and-challenge-12]Map Jam #12[/url][list]
  • Low Main.
  • 1/4 of bases or more must be islands.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/465192-map-jam-and-challenge-13]Map Jam #13[/url][list]
  • At most two ramps per player
  • Island map
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/468139-map-jam-and-challenge-14]Map Jam #14[/url][list]
  • Maximum of 8 bases
  • Very short air rush distance
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/470973-map-jam-and-challenge-15]Map Jam #15[/url][list]
  • Use of mineral walls.
  • Playable bounds at least twice as long as wide, or vice versa.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/472644-map-jam-and-challenge-16]Map Jam #16[/url][list]
  • Only 2 normal (8 mineral, 2 gas) bases per player.
  • The use of single wide horizontal or vertical ramps.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/478289-map-jam-and-challenge-17]Map Jam #17[/url][list]
  • 5 player map
  • At least one double-sided XNT, i.e. the tower is placed between two unpathable areas that create a long walk distance between either side, with no space adjacent to the tower for passage.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/480686-map-jam-and-challenge-18]Map Jam #18[/url][list]
  • Wide ramp into the main and natural.
  • Remake of an older map by yourself.
    [/list]
  • [url=http://www.teamliquid.net/forum/sc2-maps/483528-map-jam-and-challenge-19]Map Jam #19[/url][list]
  • Make a map in the style of another mapmaker of your choosing. Everyone else has to guess who you are imitating.
  • Must break at least 3 of the 4 TLMC-recommended design restrictions.
    [/list]

ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-05-20 13:52:31
May 12 2015 19:37 GMT
#2
Also, if you appreciate these map jams, please vote for me in the below poll.

+ Show Spoiler +
ModeratorI am still alive, somehow
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-05-13 21:42:00
May 12 2015 23:45 GMT
#3
On May 13 2015 04:37 The_Templar wrote:
Also, if you appreciate these map jams, please vote for me in the below poll.

+ Show Spoiler +
removed

There have been a lot of "click here" posts on TL lately.
I clicked all of them.
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 13 2015 12:08 GMT
#4
Done, because Zeromus is a meany.
Retired Mapmaker™
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-05-13 12:14:39
May 13 2015 12:14 GMT
#5
On May 13 2015 21:08 eTcetRa wrote:
Done, because Zeromus is a meany.

Please send a topic too? That's more important ;;
ModeratorI am still alive, somehow
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2015-05-13 12:28:20
May 13 2015 12:26 GMT
#6
I will I will

edit: and done. hope ya like em.
Retired Mapmaker™
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-05-13 21:42:17
May 13 2015 13:47 GMT
#7
On May 13 2015 04:37 The_Templar wrote:
Also, if you appreciate these map jams, please vote for me in the below poll.

+ Show Spoiler +
removed

Go Teh_Templar!
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2015-05-13 21:42:27
May 13 2015 14:47 GMT
#8
On May 13 2015 04:37 The_Templar wrote:
Also, if you appreciate these map jams, please vote for me in the below poll.

+ Show Spoiler +
removed



Zeromus eliminated Lorning and that was not right, he's a super villain for me now

About the challenge, do you think that "no rock" and "every expand gets you closer to your opponent" would be too crazy?
Dear INno and all the former STX boys.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-05-13 18:50:39
May 13 2015 15:15 GMT
#9
On May 13 2015 23:47 Gwavajuice wrote:
Show nested quote +
On May 13 2015 04:37 The_Templar wrote:
Also, if you appreciate these map jams, please vote for me in the below poll.

+ Show Spoiler +
Poll: Match 2

The_Templar (42)
 
67%

ZeromuS (21)
 
33%

63 total votes

Your vote: Match 2

(Vote): The_Templar
(Vote): ZeromuS




Zeromus eliminated Lorning and that was not right, he's a super villain for me now

About the challenge, do you think that "no rock" and "every expand gets you closer to your opponent" would be too crazy?

Pretty much anything goes unless it's impossible or restricts creativity way too much.
ModeratorI am still alive, somehow
TL+ Member
Rukis
Profile Joined April 2009
United States252 Posts
May 13 2015 20:27 GMT
#10
Hahaha I think that would be funny to see with 2p map with 4+ bridges. but maybe you should say no destructible otherwise Ill just use space platform and do debris
Flash was the Genius, Nada was the true god.
Coppermantis
Profile Joined June 2012
United States845 Posts
May 13 2015 22:41 GMT
#11
Submitted my topic, the same one I've sent in for the last two but didn't get selected.

Maybe the RNG will favor me this time.
Fatam
Profile Joined June 2012
1986 Posts
May 13 2015 23:53 GMT
#12
submitted a topic, not the most interesting, but it's a type of map we don't see enough of IMO so I'm hoping it gets picked
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
LComteVarauG
Profile Joined January 2015
Australia158 Posts
May 14 2015 06:12 GMT
#13
I submitted an 'evil' topic, but I think it would be really funny/awesome to see used.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Rukis
Profile Joined April 2009
United States252 Posts
May 14 2015 07:02 GMT
#14
I should change my topic... To remake of BW maps used in KeSPA
Flash was the Genius, Nada was the true god.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-05-16 16:05:26
May 16 2015 16:01 GMT
#15
Topics:
  • Must be inspired by or based on Inferno Pools.
  • Smaller than 124x124 (or sub 15,376 area)
ModeratorI am still alive, somehow
TL+ Member
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-05-16 16:29:40
May 16 2015 16:20 GMT
#16
(4) Onrefni Sloop
124x124

[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 16 2015 16:25 GMT
#17
^ Hahaha, nice one.
ModeratorI am still alive, somehow
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-05-16 19:35:08
May 16 2015 19:34 GMT
#18
the troll is strong with this one

edit: I submitted the 124x124, someone was smoking some strong stuff submitting that other topic though :-P
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 16 2015 23:19 GMT
#19
Got beaten to the troll submission by superouman - I was going to just cut inferno pools in half but I realized that it would still be too big for the area requirement, this means that maps have literally doubled in size since the beginning of sc2...
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
May 16 2015 23:31 GMT
#20
Haven't mapped in a while, but this topic seemed just so fun

Infernal Minigolf:
[image loading]

-Main and nat are too big just like the original.
-Natural ramp is far from the main building so walling/defending with PO is hard/impossible.
-3rd is hard to take (had to make the forward 3rd a half base or else it would be a much better choice than the other ones).
-Rush distance is actually in the playable range.
1 2 Next All
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