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TeamLiquid Map Contest 4 - Page 10

Forum Index > SC2 General
311 CommentsPost a Reply
Prev 1 8 9 10 11 12 16 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 08 2014 18:39 GMT
#181
If you guys do manage to make something fair and interesting it will place just because it is asymmetrical and therefore standout. ::weighing the options hand gesture::
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-08 19:11:57
April 08 2014 19:11 GMT
#182
If I can't think of another good W-sym layout besides Crusader I'll probably design a three player map that is basically an axially symmetric four player map but with one spawning location replaced by normal bases to make the map positionally balanced in all three spawning patterns, or perhaps a completely asymmetric three player map, since three player maps are inherently asymmetric anyway (unless they are 6-way symmetric). W-sym takes priority at the moment though.
not a community mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-04-08 19:30:08
April 08 2014 19:29 GMT
#183
On April 09 2014 01:37 EatThePath wrote:
@Plexa: Can we get your thoughts on this, specifically in regard to acceptability for TLMC? http://www.teamliquid.net/forum/sc2-maps/447881-walrus-symmetry

I'm not Plexa, though my gut feeling says that it'd probably be accepted, but have a very low chance of winning.
Twitter: @iamcaustic
Ferisii
Profile Joined February 2011
Denmark199 Posts
April 08 2014 21:43 GMT
#184
Cactus Valley
[image loading]


Welp, that's gonna be my entry. Been fun making it!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 08 2014 21:54 GMT
#185
On April 09 2014 04:11 And G wrote:
If I can't think of another good W-sym layout besides Crusader I'll probably design a three player map that is basically an axially symmetric four player map but with one spawning location replaced by normal bases to make the map positionally balanced in all three spawning patterns, or perhaps a completely asymmetric three player map, since three player maps are inherently asymmetric anyway (unless they are 6-way symmetric). W-sym takes priority at the moment though.

It wouldn't be completely positionally balanced though. In close positions, one player's later expansions would be a "normal" set of bases, while the other player's would be a main/nat setup (easier to defend by ground due to shared choke).
vibeo gane,
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-04-08 23:00:33
April 08 2014 22:59 GMT
#186
On April 09 2014 03:04 TheFish7 wrote:
Speaking of W-sym, anyone doing a, asymmetrical map? I was thinking of attempting this feat if I thought I could come up with a layout that wasn't insanely imbalanced.

Well being picky, 3 players maps are inherently asymmetrical so i think you could count those as asymmetrical.
I really don't think that even if you managed to achieve a balanced and fun asymmetrical would score that high anyways, because you need to take into account the view Blizzard has regarding the new players and the entry barrier for them.


Here's one of the maps i'll be submitting it is not quite finished yet and it lacks a name still, but if anyone here comes up with something fun, i may take the name :3

[image loading]

And some pretty pictures to scare my fellow mapmakers into submission >:D Muahahahaha

+ Show Spoiler +


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




Also damn Ferisii those cactus look amazing with the flowers on top ♥
@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.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-09 11:53:54
April 09 2014 08:42 GMT
#187
On April 09 2014 06:54 -NegativeZero- wrote:
It wouldn't be completely positionally balanced though. In close positions, one player's later expansions would be a "normal" set of bases, while the other player's would be a main/nat setup (easier to defend by ground due to shared choke).

That's peanuts compared to typical W-sym problems.

On April 09 2014 07:59 Uvantak wrote:
[image loading]

The left ramp in that picture looks kind of dented, and it doesn't seem intentional. (Edit: Never mind, I see now it's just the debris and the lighting that makes it look that way...)

Also, I see you have low ground mains. I'M NOT SCARED OF YOU!
not a community mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 09 2014 17:12 GMT
#188
ATM idk if i'll be adding the lowground mains or expand the natural's area and transform the current mainbase into a in-main natural, but since this map will be submitted it should be able to hold the pass of time well, so i think i'll take the second option :b
@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.
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
April 10 2014 16:21 GMT
#189
Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.) I


I'm suprised. Brood War maps have had a lot of fun features like this. What's the name of that map with Dark Swarm placed on it... Paranoia? You shouldn't keep inhibitors on the creators as that can lead to blocking their creativity.
For the swarm
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 10 2014 16:40 GMT
#190
On April 11 2014 01:21 Gene(S)is wrote:
Show nested quote +
Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.) I


I'm suprised. Brood War maps have had a lot of fun features like this. What's the name of that map with Dark Swarm placed on it... Paranoia? You shouldn't keep inhibitors on the creators as that can lead to blocking their creativity.

Talk to blizzard. =\
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 10 2014 19:14 GMT
#191
On April 11 2014 01:21 Gene(S)is wrote:
Show nested quote +
Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.) I


I'm suprised. Brood War maps have had a lot of fun features like this. What's the name of that map with Dark Swarm placed on it... Paranoia? You shouldn't keep inhibitors on the creators as that can lead to blocking their creativity.

There are a lot more built-in features for SC2 than there were in BW; Xel'Naga Towers, LOS blockers, destructible/collapsible rocks, etc. There's a lot that can be done with the tools Blizzard has provided, plus they're much more readable/easier to understand.
Twitter: @iamcaustic
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 10 2014 19:22 GMT
#192
Please, do something like Metalopolis. So cool nostalgic map with BW feeling (night city inside cliffs and around)
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 10 2014 23:20 GMT
#193
On April 11 2014 01:21 Gene(S)is wrote:
Show nested quote +
Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.) I


I'm suprised. Brood War maps have had a lot of fun features like this. What's the name of that map with Dark Swarm placed on it... Paranoia? You shouldn't keep inhibitors on the creators as that can lead to blocking their creativity.

Actually i'm surprised that Blizz decide to use Merry-go-round because it has air pathing blockers and those are known for being hard to recognize of where they start and where they end even if they are highlighted with other doodads because of the 3D view we have of the game.
@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.
CoraBlue
Profile Joined April 2014
United States24 Posts
Last Edited: 2014-04-11 07:26:02
April 11 2014 06:54 GMT
#194
Just put the finishing touches on and sent this in. Holy hell. Balanced 3 player maps are annoying as hell to create, especially when they're manmade structures.

[image loading]

[image loading]
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
April 11 2014 07:05 GMT
#195
dudes I appreciate that you post your maps here in advance but please put a simple map overview instead of a 3D image in weird angles. thanks
And G
Profile Joined May 2012
Germany491 Posts
April 11 2014 11:16 GMT
#196
On April 06 2014 14:21 eTcetRa wrote:
Also if you're still reading, Plexa, would you happen to know what they deem to be "excessive" in this case:
Show nested quote +
Avoid excessive use of water

I second this question. Especially, would filling unpathable terrain around the map with water be "excessive"?
not a community mapmaker
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 11 2014 11:22 GMT
#197
On April 11 2014 20:16 And G wrote:
Show nested quote +
On April 06 2014 14:21 eTcetRa wrote:
Also if you're still reading, Plexa, would you happen to know what they deem to be "excessive" in this case:
Avoid excessive use of water

I second this question. Especially, would filling unpathable terrain around the map with water be "excessive"?

Depends on how much unpathable terrain there is any map which we think it worthy of being a finalist that does not meet the QA regulations will be contacted so that the map can be changed to fit those prior to submission to Blizzard. Not meeting the art guidelines won't disqualify an entry, it will just add an extra step between finals and submission.
Administrator~ Spirit will set you free ~
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-04-11 21:49:32
April 11 2014 20:46 GMT
#198
Feedback for IeZael

[image loading]

This would make a great BW map. I think it could make a good SC2 map too if the edges of the 9 and 3 o clock bases would be low ground pathable terrain that opened up a route to the expansions. Looks too easy for a race to cut another race off in the middle atm.

I think this should be a 2 spawning position map if there is a way to make the low ground pathable.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-04-11 23:30:07
April 11 2014 23:29 GMT
#199
On April 12 2014 05:46 LaLuSh wrote:
Feedback for IeZael

+ Show Spoiler +
[image loading]


This would make a great BW map. I think it could make a good SC2 map too if the edges of the 9 and 3 o clock bases would be low ground pathable terrain that opened up a route to the expansions. Looks too easy for a race to cut another race off in the middle atm.

I think this should be a 2 spawning position map if there is a way to make the low ground pathable.

I can't even imagine all the amazing siege, reaper, and colossus shenanigans one could get up to if IeZaeL were to implement that feedback.
Twitter: @iamcaustic
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 11 2014 23:40 GMT
#200
On April 12 2014 05:46 LaLuSh wrote:
Feedback for IeZael

+ Show Spoiler +
[image loading]


This would make a great BW map. I think it could make a good SC2 map too if the edges of the 9 and 3 o clock bases would be low ground pathable terrain that opened up a route to the expansions. Looks too easy for a race to cut another race off in the middle atm.

I think this should be a 2 spawning position map if there is a way to make the low ground pathable.

Actually it already is a BW map - it's a remake of Iron Curtain.
vibeo gane,
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