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Map Request for Live Report Team League

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Mizenhauer
Profile Blog Joined February 2015
United States1958 Posts
September 23 2017 12:59 GMT
#1
Hi, my name is Mizenhauer. I'm a writer for Teamliquid and I'm here on behalf of the LRTL! http://www.teamliquid.net/forum/sc2-tournaments/526573-lrtl-live-report-team-league

The LRTL is a community run tournament made up of community members as well as TL writers and staff members. We value and appreciate the efforts of community mapmakers so we drew upon entrants into the recent map contest to form the majority of our map pool. In the end, we selected Neo Catalyst, Port Aleksander, Pandora, Ametrin and Incubation. But we're looking for new maps for the next round and that's why I'm making this post. Those in charge of the event (including myself) love funky maps for such a jokey tournament. It's why we had Templar change all the bases on Incubation to gold minerals. It's also why we included Caldeum 3 as one of the maps.

So this is a call to arms of sorts as well as a bit of a challenge and a dare. As I said, we were hoping for a new map and we want something that transcends the "new" section. So here are the features we want and the maps they were inspired by.

Neo Bifrost: High Ground Path Around The Map

http://wiki.teamliquid.net/starcraft2/Bifrost

Bifrost has an absurd path that rings around the majority of the map. What it was intended to enable is beyond me, but it's there.

Caldeum 3: Mineral Walls and Assimilator Walls

http://wiki.teamliquid.net/starcraft2/CalDeum

Caldeum 3 has a pair of mineral walls with 20 minerals each between the natural and fourth. It also has dead assimilators that can be killed to open up a ramp wide enough for small units to pass through, but not larger ones.

Fighting Spirit: Stupid Gold Base In The Middle

http://wiki.teamliquid.net/starcraft2/Fighting_Spirit

It might have worked in BW, but it's terrible in SC2. We're here to see if anything has changed since 2013.

Neo Arkanoid: Creep Tumors and Timed Destrucible Rocks

http://wiki.teamliquid.net/starcraft2/Arkanoid

Arkanoid has this really elegant way to slow expansion for Protoss or Terran. There are creep tumors with 200 health, four armor and regeneration that block the natural and third. Zerg can still expand to them, but the other races need to kill them before they can expand. It also has destructible rocks that blow up after a certain amount of time. They went overboard with it on this map, but maybe we can incorporate it with a gentler touch.

Outboxer: Island Bases

http://wiki.teamliquid.net/starcraft2/Outboxer

Outboxer is one of the best proleague only maps ever, but the island bases are some of its most unnecessary features. Fuck it, let's have some island bases.

So there you have it. We're looking for someone to make Neo BideumSpiritnoidboxer. If we like what you've come up with we'll use the map in the next round of our tournament. Thank you very much for considering this request and good luck!



┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2017-09-23 13:18:35
September 23 2017 13:14 GMT
#2
I probably have something you might like. I'll just copy/paste what I wrote to when I submit this map:

2fort Tetr0n


[image loading]

We TF2 now boys! Eight Healing Shrine, Five Base, Four Watchtower, 2Fort, One Victor. Rocks in the middle of the map and on the eastern side mean you don't really have to worry about those attack points early game. You can early fast expand easily on the map as it only takes the normal amount of buildings to wall off the natural, thus allowing you "2 free" bases because the two on the eastern side of the map are now completely blocked in. There are plenty of watchtowers around the map to allow you vision of the choked & rushy areas. Early game you'll focus on the short rush distance and setting up your infrastructure. Middle game you'll be focusing on keeping control of watchtowers, breaking down rocks to open up more pathways and getting more bases. End game you'll control your side of the map, turtling up trying your best to stay strong.

There are eight healing shrines on the map. If you stand on these healing shrines you get healed for 10hp / second. This works for every unit. If you want to be super aggressive, take down the middle rocks early and enjoy your sub 15 second rush distance. You have to be careful though as it's a super choked off path down the middle and you'll be attacking into a giant concave so be ready for that.

***Creep currently does not show up on the light bridges either, it appears to be a bug which I haven't figured out how to fix. If map eventually goes far, might need some additional help from other mappers to fix that issue***

ps: your FPS might drop hard on this map. There are a shit load of lights, moving lights, effects, etc etc.

___

Another map you might like that I've always enjoyed was Epicloud by Avex.

http://www.teamliquid.net/forum/sc2-maps/503593-2-avex-epicloud
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Mizenhauer
Profile Blog Joined February 2015
United States1958 Posts
Last Edited: 2017-09-23 13:23:56
September 23 2017 13:21 GMT
#3
On September 23 2017 22:14 SidianTheBard wrote:
I probably have something you might like. I'll just copy/paste what I wrote to when I submit this map:

2fort Tetr0n


[image loading]

We TF2 now boys! Eight Healing Shrine, Five Base, Four Watchtower, 2Fort, One Victor. Rocks in the middle of the map and on the eastern side mean you don't really have to worry about those attack points early game. You can early fast expand easily on the map as it only takes the normal amount of buildings to wall off the natural, thus allowing you "2 free" bases because the two on the eastern side of the map are now completely blocked in. There are plenty of watchtowers around the map to allow you vision of the choked & rushy areas. Early game you'll focus on the short rush distance and setting up your infrastructure. Middle game you'll be focusing on keeping control of watchtowers, breaking down rocks to open up more pathways and getting more bases. End game you'll control your side of the map, turtling up trying your best to stay strong.

There are eight healing shrines on the map. If you stand on these healing shrines you get healed for 10hp / second. This works for every unit. If you want to be super aggressive, take down the middle rocks early and enjoy your sub 15 second rush distance. You have to be careful though as it's a super choked off path down the middle and you'll be attacking into a giant concave so be ready for that.

***Creep currently does not show up on the light bridges either, it appears to be a bug which I haven't figured out how to fix. If map eventually goes far, might need some additional help from other mappers to fix that issue***

ps: your FPS might drop hard on this map. There are a shit load of lights, moving lights, effects, etc etc.

___

Another map you might like that I've always enjoyed was Epicloud by Avex.

http://www.teamliquid.net/forum/sc2-maps/503593-2-avex-epicloud


I played that map while testing for LRTL. No offense it was terrible . I'm not going to sugar coat it. It was literally one of the worst maps I've ever played.

And I think you're missing some of the key points here. Mineral walls, mined out assimilators and creep tumors are elegant ways to influence game play that map makers in the "new" category overlook for some reason. They create interesting gameplay without being completely oppressive like the two maps you linked.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 23 2017 13:27 GMT
#4
Hahaha, Ouch! Fair enough though! Just wait for Fatam to wake up, he has all sorts of crazy maps you'll probably love.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-09-24 13:27:35
September 23 2017 18:47 GMT
#5
<3
This is Void Temple:
[image loading]
This is Twelve Monkeys:
[image loading]

Most of my maps should qualify as "other" or rate as fun at least?
You tell me.
"not enough rights"
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-09-24 09:45:18
September 24 2017 09:34 GMT
#6
haha, savage! Sidian has a few awesome concept maps tho, maybe 2fort is too extreme/needs some tweaking but there are others. eternium for instance was a pretty neat idea i think.

[image loading]
http://www.teamliquid.net/forum/sc2-maps/512268-4-eternium-iv not sure if there is a more recent version. Destructible Xel'Nagas, the risk/reward is you have to kill the ones that help you defend your area in order to take your 4th/5th/etc.

his current map which is a TLMC finalist uses a less extreme bifrost backdoor. (http://www.teamliquid.net/forum/sc2-maps/519792-2-battle-on-the-boardwalk)

----------------------------------------------------------

Ive got a bunch of experimental maps which you might like, there are definitely some risky (read: probably bad ) ones.
There is this if you want to rummage through and see if you like anything http://www.teamliquid.net/forum/search.php?q=&t=t&f=-1&u=fatam&gb=date&d=
Some are a bit standard but there's a lot of crazy.
Just don't go too far back or it starts getting truly bad

Here's some (but definitely not all):

[image loading]
Flame Juggler
http://www.teamliquid.net/forum/sc2-maps/508738-2-flame-juggler#6

Small but surprisingly-resistant-to-cheese map. Was a TLMC7 finalist. In-base nat with 3 very different third options and a short rush distance. Just a really weird layout and some features that you don't normally see.



[image loading]
http://www.teamliquid.net/forum/sc2-maps/519853-2-ftm-alador
Ala'Dor

The extremely simple door allows for a defender-controlled way for a backdoor to the nat. Blizzard wouldn't allow it but I promise this is 100x better than natural backdoor rocks.

[image loading]

A ground unit steps on the very obvious beacon/button that is shown to connect to the door and the door opens. If any ground unit is not on the button, the door closes. Of course it is possible to be cheeky and try to open your opponent's door with a DT or changeling. But 99% of the time the defender will be in control of the door.

RQM made a pretty sick followup to my idea here http://www.teamliquid.net/forum/sc2-maps/520004-2-court-of-owls

[image loading]

which is definitely worth a look as well. It's very pleasing to the eye and it uses lots of doors instead of just the one. In his version doors open/close as you deal a set amount of damage to them. Toggleable rocks, if you will.



[image loading]
Desert Portal
http://www.teamliquid.net/forum/sc2-maps/511759-2-desert-portal

Yes, portals. The portals are pretty easy/user-friendly, not much explaining needed. Simply send a unit onto the portal (there is one in each main) and it's a ONE-WAY trip to the destination. So don't worry, no enemy units will be appearing in your base

The concept is to have a rich area up north that you can send units to via teleport, but there's no coming back (so you'd better be sure) and the area is initially cut off from the rest of the map. So the strategic question is: how much do you commit to the rich, remote area and how much do you commit to the "real" part of the map? If you're looking at the overview, the teleporter entrance is the orange circle in the bottom of the mains and the destination is the red temple looking decal all the way in the north.

Since this was never a map that could make ladder (Blizzard hates fun when it comes to SC2) I didn't put huge effort into decorating it but I could dress it up if someone ever had an interest in it.

p.s. structures can't move through the portals, so no gangnam. it would be imba as hell. Sorry (thanks to negativezero for making that catch when I made the map)



[image loading]
http://www.teamliquid.net/forum/sc2-maps/499410-2-disperse
Disperse

Playing with main/nat/3rd conventions. You have a main that, while having the 2nd entrance (wallable by a single 2x2 structure) is actually fairly safe. Then the natural has a smaller than usual choke (4 width instead of 9 or 10), but is extremely large, expanding to a very far away but initially-safe-from-ground-attacks third. And some other slightly unusual features around the map.

The alternate entrance in the main is blockable with a 2x2 building (pylon/depot) as I mentioned. Looking back at the map, I'd probably add a neutral raised supply depot at the top of each main ramp so that it'd be the same # of buildings to wall off as usual. Easy fix if anyone is interested in the map.

The overview here isn't all that attractive but this map looks pretty cool in-game. Sample + Show Spoiler +
[image loading]



[image loading]
http://www.teamliquid.net/forum/sc2-maps/510806-2-outlander
Outlander

Optional naturals and some other interesting stuff, such as the back expansion pathway that is blocked by rocks. Looking back on this map I'd probably do the in-base natural differently for the sake of PvZ, but I think the map is balanced-ish in the other MUs.

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
Timmay
Profile Joined April 2005
United States112 Posts
September 24 2017 11:39 GMT
#7
[image loading]

I don't have any timed rocks yet. Does the map need them?
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2017-09-24 13:09:37
September 24 2017 12:15 GMT
#8
On September 24 2017 20:39 Timmay wrote:
+ Show Spoiler +
[image loading]


I don't have any timed rocks yet. Does the map need them?

this looks incredible. 10/10 perfect
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Mizenhauer
Profile Blog Joined February 2015
United States1958 Posts
Last Edited: 2017-09-24 14:21:19
September 24 2017 13:42 GMT
#9
On September 24 2017 20:39 Timmay wrote:
[image loading]

I don't have any timed rocks yet. Does the map need them?


We're getting somewhere.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Zweck
Profile Joined February 2015
Germany211 Posts
September 24 2017 22:50 GMT
#10
Some crazy junkyard idea. The mid is all destructible debris. You need to shoot your way through or go the long way. Or make the path wider if your army gets to big

[image loading]
[image loading]

Or similar idea, some kind of a bomberman map :D
It opens up later in the game, kinda. Could be fun, when HP of rocks is reduced maybe?? DOnt know

[image loading]



Absolutely not finalised and so on.. but i could :D thought its far too crazy
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-09-25 10:48:26
September 25 2017 10:40 GMT
#11
[M] (2) Aiur City Islands


Just what you were asking for, an Island kind of map with some custom made stuff. The Main and Natural are both basically at the start on an Island. But as soon as a structure is build at the Natural the bridge will extend. As Long as there are no structures or all structures got destroyed at the natural the bridge will retract again. There are several of These bases. One is a Gold base which is connected with the main base but the Bridge will only extend if a structure is build on the Highground of the Goldbase. The shining decals on the ground show which base needs a structure to activate the right Bridge.

I made everything on that map, the map itself and the triggers.

[image loading]

Features:


If you are interested than I will finnish this map

IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-09-25 23:05:18
September 25 2017 23:03 GMT
#12
ok I made a playable version.

This map has to be hosted as miscellaneous instead of melee becouse it uses triggers.

eu: battlenet:://starcraft/map/2/203968
na: battlenet:://starcraft/map/1/291671

+ Show Spoiler +
[image loading]
Timmay
Profile Joined April 2005
United States112 Posts
September 27 2017 16:28 GMT
#13
[image loading]

I left Creep Tumors at default health and armor to maintain melee status.
Cricketer12
Profile Blog Joined May 2012
United States14001 Posts
September 27 2017 21:13 GMT
#14
Can someon3 make Maze but with Island Maps?
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-09-29 07:15:16
September 29 2017 05:56 GMT
#15
[image loading]

there i followed all the guidelines, good map amirite?

edit: forgot the creep tumors at first
vibeo gane,
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 29 2017 06:43 GMT
#16
On September 29 2017 14:56 -NegativeZero- wrote:
[image loading]

there i followed all the guidelines, good map amirite?


I liked mini-Sequencer better.
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-09-29 10:41:06
September 29 2017 10:32 GMT
#17
idk If you actually saw the map thread but I finnished that Island map:

[image loading]
Cricketer12
Profile Blog Joined May 2012
United States14001 Posts
September 29 2017 13:46 GMT
#18
On September 29 2017 14:56 -NegativeZero- wrote:
[image loading]

there i followed all the guidelines, good map amirite?

edit: forgot the creep tumors at first

What a hero <3
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Fatam
Profile Joined June 2012
1986 Posts
September 29 2017 14:01 GMT
#19
On September 29 2017 14:56 -NegativeZero- wrote:
[image loading]

there i followed all the guidelines, good map amirite?

edit: forgot the creep tumors at first


the hero we need
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
Cricketer12
Profile Blog Joined May 2012
United States14001 Posts
September 29 2017 14:18 GMT
#20
On September 25 2017 19:40 IIEclipseII wrote:
[M] (2) Aiur City Islands


Just what you were asking for, an Island kind of map with some custom made stuff. The Main and Natural are both basically at the start on an Island. But as soon as a structure is build at the Natural the bridge will extend. As Long as there are no structures or all structures got destroyed at the natural the bridge will retract again. There are several of These bases. One is a Gold base which is connected with the main base but the Bridge will only extend if a structure is build on the Highground of the Goldbase. The shining decals on the ground show which base needs a structure to activate the right Bridge.

I made everything on that map, the map itself and the triggers.

[image loading]

Features:
https://www.youtube.com/watch?v=9Ty1NcnNzj0

If you are interested than I will finnish this map


As captain of S T A T S B O Y S, I love everything about this map. Mizen this is in round 2.
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
1 2 Next All
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