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Map Jam & Challenge #21 - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 19 2015 14:25 GMT
#21
On July 19 2015 12:40 The_Templar wrote:
Show nested quote +
On July 19 2015 12:37 TheFish7 wrote:
Frozone
+ Show Spoiler +
[image loading]

That's an ice name you've got there. Not seeing how it's zerg favored though?


Hmm yea I may have missed the mark on making it zerg favored - I was trying to keep it more balanced than outright zerg favored. There's a lot of blink surface area and come good places to fly a command center. I did try to keep the pathways nice and open, make it possible to grab a quick 7/8th gas, and if we're into LotV, there are what I think to be some nice spots for lurkers to be effective.
~ ~ <°)))><~ ~ ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 19 2015 20:48 GMT
#22
On July 19 2015 17:41 -NegativeZero- wrote:
nice, it's like a reverse troy gate.

edit: only 22 ramps? pathetic by uvantak standards.

I actually wanted to make something like you ended up doing, but I couldn't keep the idea of the geysers as a third if I decided to do so, so I scrapped the idea and went the other direction, I still wanted to add a couple more ramps on the corner bases, but these weren't working so well, and I still wanted to have a small mineral line wall somewhere, so I removed the highground and left it as a normal ish base.
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 20 2015 06:07 GMT
#23
On July 19 2015 14:40 Uvantak wrote:
My brain is shutting down, must rest... X.x

Oniric Hope

[image loading]


Please make this into a real map!

@Neg zero, lurv it
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-07-20 06:26:44
July 20 2015 06:13 GMT
#24
Poll: Which map uses the given topics the best?

Loophole by algue (2)
 
8%

Golden Wings by Big J (1)
 
4%

Creep Cross by Coppermantis (0)
 
0%

Frozone by TheFish7 (0)
 
0%

Oniric Hope by Uvantak (4)
 
15%

Bitty Dot Syndrome by -NegativeZero- (14)
 
54%

Just Another Starcraft II Map by ScorpSCII (5)
 
19%

26 total votes

Your vote: Which map uses the given topics the best?

(Vote): Loophole by algue
(Vote): Golden Wings by Big J
(Vote): Creep Cross by Coppermantis
(Vote): Frozone by TheFish7
(Vote): Oniric Hope by Uvantak
(Vote): Bitty Dot Syndrome by -NegativeZero-
(Vote): Just Another Starcraft II Map by ScorpSCII



Everyone who entered a map can send another vote via PM.
Moderatorshe/her
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 20 2015 10:17 GMT
#25
Bitty Dot Syndrome is a map I would like to play ZvZ on
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Big J
Profile Joined March 2011
Austria16289 Posts
July 20 2015 10:48 GMT
#26
On July 20 2015 19:17 OtherWorld wrote:
Bitty Dot Syndrome is a map I would like to play ZvZ on

100% my thoughts. These highground/lowground, big choke designs are always so good for ZvZ.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 20 2015 18:56 GMT
#27
The winner is Bitty Dot Syndrome by -NegativeZero-!
Moderatorshe/her
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 20 2015 19:02 GMT
#28
On July 20 2015 15:07 EatThePath wrote:
Show nested quote +
On July 19 2015 14:40 Uvantak wrote:
My brain is shutting down, must rest... X.x

Oniric Hope

[image loading]


Please make this into a real map!

You can find the map by searching with the KTT tag (I upload maps that I'm testing with that tag), I uploaded the map to EU & AM servers, atm I have concerns regarding the relation of the rocks blocking the entrance to the Third compared to the Collapsible Rocks HP in MU's where one player holds map control over the other for too long, and it may lead to players being basically unable to take the Third base because the high yield geysers were already taken down by the other player, but that can only really be handled by real world testing.

So if you play on the map, I would appreciate if you were to throw me a bone over here and tell me what do you think of the collapsible tower HP.
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 20 2015 22:01 GMT
#29
On July 21 2015 04:02 Uvantak wrote:
Show nested quote +
On July 20 2015 15:07 EatThePath wrote:
On July 19 2015 14:40 Uvantak wrote:
My brain is shutting down, must rest... X.x

Oniric Hope

[image loading]


Please make this into a real map!

You can find the map by searching with the KTT tag (I upload maps that I'm testing with that tag), I uploaded the map to EU & AM servers, atm I have concerns regarding the relation of the rocks blocking the entrance to the Third compared to the Collapsible Rocks HP in MU's where one player holds map control over the other for too long, and it may lead to players being basically unable to take the Third base because the high yield geysers were already taken down by the other player, but that can only really be handled by real world testing.

So if you play on the map, I would appreciate if you were to throw me a bone over here and tell me what do you think of the collapsible tower HP.

Mostly I like the structure. The isthmus in the center is pathable right? The silly parts can stay or go. I'd say that concept should probably be a mandatory feature on a 3rd base, not an optional 3rd optional feature, but either way I like it. The layout could stand on its own though (with some tweaks).

I'll try and get somes games
Comprehensive strategic intention: DNE
[PkF] Wire
Profile Joined March 2013
France24193 Posts
July 23 2015 21:44 GMT
#30
Bitty Dot Syndrome is amazing
zergJared
Profile Joined October 2010
United States56 Posts
Last Edited: 2015-07-24 16:18:17
July 24 2015 16:17 GMT
#31
Excuse me, why did bitty dot win? It doesn't have any unusual islands.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 24 2015 16:26 GMT
#32
On July 25 2015 01:17 zergJared wrote:
Excuse me, why did bitty dot win? It doesn't have any unusual islands.

The corner base's ramps are blocked by neutral eggs.
Moderatorshe/her
TL+ Member
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-07-29 05:02:58
July 29 2015 05:01 GMT
#33
+ Show Spoiler +

On July 19 2015 21:01 -NegativeZero- wrote:
Bitty Dot Syndrome
120x152

[image loading]

Angled
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +
[image loading]


"bitty dot syndrome" is the name barrin gave to the idea that very small obstacles on a map (aka "bitty dots") have very little effect on reducing the map's functional openness. this map is covered in a grid of ramps, but since the unpathable spaces between the ramps are so tiny, flanking is effortless and the entire map might as well be open, hence z favored. also the natural ramp's gigantic (daedalus size), although here you can still do a nexus wall.

speaking of ramps, there are 56 of them to be exact, ganymede can suck it, algue yours doesn't count and you hate ramps anyway.

the corner bases are "islands" in that they are blocked by ground by neutral zerg eggs, however this means you can mineral walk workers through the eggs to build a base and maynard workers once it's finished. the tiny back ramp is there so you can easily run your workers to your 3rd in the event of a drop or an attack at the other ramp.

map concept is iezaeled from geometry, tileset/theme are iezaeled from hyperlink (sort of).



Wow nagative this map is really fantastic
(vote)
great job at giving credit btw
10%
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