|
your Country52797 Posts
- 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.
Topics:
- Unusual Islands
- Many ramps/cliffs but zerg favored
ProcessSend 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' or '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, Jul 18 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 +- 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
- Map Jam #9
- 2 Central bases separated by rocks with two ramps leading to each expansion
- Nonlinear terrain
- Map Jam #10
- 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.
- Map Jam #11
- 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.
- Map Jam #12
- Low Main.
- 1/4 of bases or more must be islands.
- Map Jam #13
- At most two ramps per player
- Island map
- Map Jam #14
- Maximum of 8 bases
- Very short air rush distance
- Map Jam #15
- Use of mineral walls.
- Playable bounds at least twice as long as wide, or vice versa.
- Map Jam #16
- Only 2 normal (8 mineral, 2 gas) bases per player.
- The use of single wide horizontal or vertical ramps.
- Map Jam #17
- 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.
- Map Jam #18
- Wide ramp into the main and natural.
- Remake of an older map by yourself.
- Map Jam #19
- 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.
- Map Jam #20
- Must be inspired by or based on Inferno Pools.
- Smaller than 124x124 (or sub 15,376 area)
|
Won't be able to make it unfortunately
|
The map jam & challenge is now legally able to drink in the US.
|
can we has topics?
edit: i'm an idiot, didn't look at the listed dates
edit 2: damn templar you respond quickly
|
your Country52797 Posts
On July 12 2015 02:20 -NegativeZero- wrote: can we has topics? I scheduled it for next week. :\
|
On July 11 2015 15:55 TheFish7 wrote: The map jam & challenge is now legally able to drink in the US. cheers! still lurking... i'll be back.
|
Still no topics?
|
your Country52797 Posts
Dammit. Sorry.
- Unusual Islands
- Many ramps/cliffs but zerg favored
Since I started several hours late, you'll get a few extra hours.
|
On July 19 2015 05:55 TheFish7 wrote:Still no topics?  Templar is Kill 
/edit: Damn I got sniped so hard.
|
Here is my map jam submission : [M](2) Loophole :
![[image loading]](http://i.imgur.com/TjbG9ui.jpg?1)
Unusual islands on this map : -Gold base islands -Mineral only islands -Xel naga healing shrine islands with no pathing paint on it so that only air units can get healed from it
Many ramps/cliffs but zerg favored : -80 ramps -Neutral creep in the middle of the map (can't be removed) -Air blockers surround the island gold base so that the island can only be accessed by reaper and nydus -open natural -large ramp to access the main -lots of xel nagas to see all ins coming -a bit of creep in each main so that you can proxy some spines if you want -creep in the mains ramp for a sweet speed boost if you want to baneling-bust the main. -tiny main base to annoy terrans and protoss
|
Golden Wings
|
Creep Cross
![[image loading]](http://i.imgur.com/hWhVPi7.jpg)
Edit: I should mention that this is cross-spawn only.
|
Frozone
|
your Country52797 Posts
That's an ice name you've got there. Not seeing how it's zerg favored though?
|
hmm don't think I will be able to squeeze in the time for this one a shame because I somewhat like the topics this time around (although I don't like making a map with one race being favored as a requisite.. isn't one of the main things you do as a mapmaker to try to make the map interesting yet balanced? lol)
|
My brain is shutting down, must rest... X.x
Oniric Hope
![[image loading]](http://i.imgur.com/DdH7ZJy.jpg)
+ Show Spoiler [Outdated Overviews] +
+ Show Spoiler [Pics] +
♦ Rocks leading to the semithing third have 1k hp+3 armor ♦ Neutral Toss Assimilators are there because otherwise the thing won't be an island, destroy assimilators, medium & small units can enter the island. ♦ Toss Assimilators are on top of two rich geysers. ♦ Rock tower besides assimilators has 1k hp+1 armor, if a Terran or Z takes these assimilators the opponent can destroy the rocks and the refineries/extractors will be destroyed alongside the geysers. ♦ The geysers at the half medium half gold base are rich, I forgot to add the omni lights. ♦ Corner bases have 500 minerals per blue patch and 1k per geyser. ♦ I don't really like the corner bases set up, but it is very late. I kind of like the map, so maybe in the future I'll mess around more with it. ♦ I would like to apologize to all the guys I said that should avoid having straight cliffs, I did a nono at 6 and 12 cliffs behind the mineral lines, too late to fix RIP. ♦ Also the Xel'naga tower has a smaller radius (~16) and can't see to the highest levels where the ovie pods are. ♦ If the terrain highgrounds look droppeable, then they are not, they are just decoration, which I didn't had the time to fill with doodads. ♦ Map may actually be kind of balanced, fuck the police.
/Edit Prettied up the map a bit, it would be a crime to leave a cool tileset like this one to lack doodads.
|
nice, it's like a reverse troy gate.
edit: only 22 ramps? pathetic by uvantak standards.
|
Bitty Dot Syndrome 120x152
![[image loading]](http://i.imgur.com/xuUCyNh.jpg)
Angled + Show Spoiler +
Analyzer + Show Spoiler +
"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).
|
Just Another Starcraft II Map 140x116![[image loading]](http://i.imgur.com/yfW835K.png)
- Naturals are open, but defenders advantage is strong
- A total of 5 paths into the thirds
- Nydus Worms block paths
- Corner bases are islands
- A total of 20 ramps
- Openness is in the larger end
- Highground pods are pathable
- Innovative aesthetics - trees in lava
|
Bitty Dot Syndrome looks like a very fun map to maneuver with mobile armies against each other, e.g in roach wars.
|
On July 19 2015 12:40 The_Templar wrote: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.
|
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.
|
On July 19 2015 14:40 Uvantak wrote:My brain is shutting down, must rest... X.x Oniric Hope![[image loading]](http://i.imgur.com/DdH7ZJy.jpg) Please make this into a real map!
@Neg zero, lurv it
|
your Country52797 Posts
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.
|
Bitty Dot Syndrome is a map I would like to play ZvZ on
|
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.
|
your Country52797 Posts
The winner is Bitty Dot Syndrome by -NegativeZero-!
|
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]](http://i.imgur.com/DdH7ZJy.jpg) 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.
|
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]](http://i.imgur.com/DdH7ZJy.jpg) 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
|
Bitty Dot Syndrome is amazing
|
Excuse me, why did bitty dot win? It doesn't have any unusual islands.
|
your Country52797 Posts
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.
|
+ Show Spoiler +On July 19 2015 21:01 -NegativeZero- wrote:Bitty Dot Syndrome120x152 Angled+ Show Spoiler +Analyzer+ Show Spoiler +"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
|
|
|
|