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TeamLiquid Map Contest 4 - Page 4

Forum Index > SC2 General
311 CommentsPost a Reply
Prev 1 2 3 4 5 6 14 15 16 Next All
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 29 2014 00:33 GMT
#61
On March 29 2014 09:30 EatThePath wrote:
Show nested quote +
On March 29 2014 09:29 SidianTheBard wrote:
Oh man, 3, 4 & 5 player maps only eh? Time to modify Darkness Falls since that was I think the last 4player map I ever made, haha.

Got about 3 weeks though, so I guess I'll try to get the motivation to create something new.

Probably just do some 4player maps though, 3 and 5 take too much effort lol.

Is it time for Fault Lines HE?


omg yes! It's your time to shine!
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.
Yorkie
Profile Blog Joined December 2012
United States12612 Posts
March 29 2014 00:39 GMT
#62
Gah I wish I could make maps. I haz so many ideas!
Hwang Kang Hooooooooooo. Follow mah boy Shellshock @Shellshock1122
Semmo
Profile Joined June 2011
Korea (South)627 Posts
March 29 2014 00:54 GMT
#63
Good Luck everyone!
Mapmaker of Frost, Fruitland and Bridgehead
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
March 29 2014 00:56 GMT
#64
On March 29 2014 09:39 Yorkie wrote:
Gah I wish I could make maps. I haz so many ideas!


Just try it, it's what I'm doing. No way Im gonna win but whatever.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Yorkie
Profile Blog Joined December 2012
United States12612 Posts
March 29 2014 00:57 GMT
#65
On March 29 2014 09:56 SetGuitarsToKill wrote:
Show nested quote +
On March 29 2014 09:39 Yorkie wrote:
Gah I wish I could make maps. I haz so many ideas!


Just try it, it's what I'm doing. No way Im gonna win but whatever.

Yanno what? You're right let's goooooooooo
Hwang Kang Hooooooooooo. Follow mah boy Shellshock @Shellshock1122
Bareleon
Profile Blog Joined May 2011
371 Posts
Last Edited: 2014-03-29 01:11:30
March 29 2014 01:08 GMT
#66
Is this for team games or just 1v1?

Also, I am making a couple of maps for the arcade, when they are in beta, where can I talk about them?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2014-03-29 01:14:51
March 29 2014 01:11 GMT
#67
On March 29 2014 04:19 IeZaeL wrote:
How crazy is Sacred Path ? Eligible for voting ? Dunno if i should submit it or i'd waste a spot.

Sacred Path's design is totally okay, there are some other aspects of the map which would need tweaking (such as mineral counts and whatnot). I'll contact you via PM to explain the changes that would need to be made to make it eligible.
On March 29 2014 05:48 mLAN wrote:
Show nested quote +
Entries are not limited to non-Koreans, Korean mapmakers are welcome to submit entries.


This has to be said? Jeeze

Despite being open to Koreans, we only had entries for the first TLMC from them it's worth reminding them that if they wish to enter then they're welcome to (particularly if they're not a member of Crux!)
On March 29 2014 06:16 TotalBiscuit wrote:
Keeping a close eye on this. I hope the judges will be open-minded. I'd love to feature one of the finalists in Clan Wars at least, but it would need to be something more than Daybreak 2.0

We'll do what we can!
Administrator~ Spirit will set you free ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 29 2014 01:13 GMT
#68
those art rules? is that why the new Blizzard maps have like 6 doodads apiece? anyway, RIP Kaldir.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 29 2014 01:25 GMT
#69
On March 29 2014 04:07 Plexa wrote:
4. Map sizes should be sensible, use the current map pool as a guide.

MEANWHILE: Alterzim Stronghold and Waystation are a thing. Maybe rephrase to "use the current community maps in the ladder pool as a guide"? kekeke
Twitter: @iamcaustic
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2014-03-29 01:43:40
March 29 2014 01:42 GMT
#70
On March 29 2014 10:13 NewSunshine wrote:
those art rules? is that why the new Blizzard maps have like 6 doodads apiece? anyway, RIP Kaldir.


Something tells me the art rules won't be enforced much. The only doodads they took out from Hab Station where some of the rocks/plants/vines that I had sunk in the ground. It makes sense when I think about it though because if you burrowed on them you would not be able to see the units. Plus, zerglings/marines were sometimes a little tough to see. Otherwise, Hab Stat has a ton of overlapping doodads and pretty much all those protoss doodads are moving or have lights and shit.

Also, the weather I could see being a problem, since they ended up taking it out of Polar Night due to visibility issues, but everything else, meh, I'll be overlapping the shit out of doodads.

I have some interesting ideas about this now that I've been thinking about it for awhile. Thinking about some fun 4p makes with some No-Fly zones. Although, making the no-fly zones bug free might be a pita.
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.
Psione
Profile Joined March 2014
United States45 Posts
March 29 2014 01:49 GMT
#71
On March 29 2014 10:42 SidianTheBard wrote:
Show nested quote +
On March 29 2014 10:13 NewSunshine wrote:
those art rules? is that why the new Blizzard maps have like 6 doodads apiece? anyway, RIP Kaldir.


Something tells me the art rules won't be enforced much. The only doodads they took out from Hab Station where some of the rocks/plants/vines that I had sunk in the ground. It makes sense when I think about it though because if you burrowed on them you would not be able to see the units. Plus, zerglings/marines were sometimes a little tough to see. Otherwise, Hab Stat has a ton of overlapping doodads and pretty much all those protoss doodads are moving or have lights and shit.

I have some interesting ideas about this now that I've been thinking about it for awhile. Thinking about some fun 4p makes with some No-Fly zones. Although, making the no-fly zones bug free might be a pita.

It's really just about keeping performance reasonable on a map for various hardware configurations. Many maps perform just fine with the art that is chosen. In our experience there are certain factors that can contribute to lower performance, so it made sense to offer some suggestions up front to try to help map makers avoid possible issues with the final map.

I recently posted a general breakdown of the preparation that goes into getting a map ladder-ready. It's not an extensive breakdown, but it provides a glimpse into what goes on once we decide on a map that we want to use for the ladder.

2014 Ladder Season 2 - 1v1 Map Discussion
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
eTcetRa
Profile Joined November 2010
Australia822 Posts
March 29 2014 03:13 GMT
#72
On March 29 2014 10:42 SidianTheBard wrote:
Show nested quote +
On March 29 2014 10:13 NewSunshine wrote:
those art rules? is that why the new Blizzard maps have like 6 doodads apiece? anyway, RIP Kaldir.


Something tells me the art rules won't be enforced much. The only doodads they took out from Hab Station where some of the rocks/plants/vines that I had sunk in the ground. It makes sense when I think about it though because if you burrowed on them you would not be able to see the units. Plus, zerglings/marines were sometimes a little tough to see. Otherwise, Hab Stat has a ton of overlapping doodads and pretty much all those protoss doodads are moving or have lights and shit.

Also, the weather I could see being a problem, since they ended up taking it out of Polar Night due to visibility issues, but everything else, meh, I'll be overlapping the shit out of doodads.

I have some interesting ideas about this now that I've been thinking about it for awhile. Thinking about some fun 4p makes with some No-Fly zones. Although, making the no-fly zones bug free might be a pita.


On the other hand Yeonsu had about 50% of the doodads removed. And everything else changed. Can't really predict what Blizzard will do.
Retired Mapmaker™
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 29 2014 03:13 GMT
#73
On March 29 2014 10:49 Psione wrote:
Show nested quote +
On March 29 2014 10:42 SidianTheBard wrote:
On March 29 2014 10:13 NewSunshine wrote:
those art rules? is that why the new Blizzard maps have like 6 doodads apiece? anyway, RIP Kaldir.


Something tells me the art rules won't be enforced much. The only doodads they took out from Hab Station where some of the rocks/plants/vines that I had sunk in the ground. It makes sense when I think about it though because if you burrowed on them you would not be able to see the units. Plus, zerglings/marines were sometimes a little tough to see. Otherwise, Hab Stat has a ton of overlapping doodads and pretty much all those protoss doodads are moving or have lights and shit.

I have some interesting ideas about this now that I've been thinking about it for awhile. Thinking about some fun 4p makes with some No-Fly zones. Although, making the no-fly zones bug free might be a pita.

It's really just about keeping performance reasonable on a map for various hardware configurations. Many maps perform just fine with the art that is chosen. In our experience there are certain factors that can contribute to lower performance, so it made sense to offer some suggestions up front to try to help map makers avoid possible issues with the final map.

I recently posted a general breakdown of the preparation that goes into getting a map ladder-ready. It's not an extensive breakdown, but it provides a glimpse into what goes on once we decide on a map that we want to use for the ladder.

2014 Ladder Season 2 - 1v1 Map Discussion

Thanks for responding to my post there; I posted some follow up questions regarding the process in the battle.net thread.
Twitter: @iamcaustic
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
March 29 2014 03:23 GMT
#74
On March 29 2014 06:16 TotalBiscuit wrote:
Keeping a close eye on this. I hope the judges will be open-minded. I'd love to feature one of the finalists in Clan Wars at least, but it would need to be something more than Daybreak 2.0


Can we recommend maps for Clan War specifically? I've had an idea I've wanted to try for a long time, but it'll never pass for a ladder map.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Trozz
Profile Blog Joined November 2008
Canada3455 Posts
March 29 2014 03:24 GMT
#75
Good luck you mappers!
Let's see fun technology.
You guys do it best.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
March 29 2014 03:36 GMT
#76
superouman come back plz
ॐ
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 29 2014 04:25 GMT
#77
On March 29 2014 12:13 eTcetRa wrote:
Show nested quote +
On March 29 2014 10:42 SidianTheBard wrote:
On March 29 2014 10:13 NewSunshine wrote:
those art rules? is that why the new Blizzard maps have like 6 doodads apiece? anyway, RIP Kaldir.


Something tells me the art rules won't be enforced much. The only doodads they took out from Hab Station where some of the rocks/plants/vines that I had sunk in the ground. It makes sense when I think about it though because if you burrowed on them you would not be able to see the units. Plus, zerglings/marines were sometimes a little tough to see. Otherwise, Hab Stat has a ton of overlapping doodads and pretty much all those protoss doodads are moving or have lights and shit.

Also, the weather I could see being a problem, since they ended up taking it out of Polar Night due to visibility issues, but everything else, meh, I'll be overlapping the shit out of doodads.

I have some interesting ideas about this now that I've been thinking about it for awhile. Thinking about some fun 4p makes with some No-Fly zones. Although, making the no-fly zones bug free might be a pita.


On the other hand Yeonsu had about 50% of the doodads removed. And everything else changed. Can't really predict what Blizzard will do.


Oh, guess I really need to load up the Yeonsu thread and check it out. For some reason I guess I didn't think too much got removed. My bad!
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.
LongShot27
Profile Joined May 2013
United States2084 Posts
March 29 2014 05:15 GMT
#78
Too many restrictions, I don't expect to see any viable maps out of this
If all men were created equal there would be no reason to declare it.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2014-03-29 05:33:19
March 29 2014 05:31 GMT
#79
Oh god, looks like I'm going to be missing sleep for the next month again.

On March 29 2014 07:35 -NegativeZero- wrote:
Show nested quote +
On March 29 2014 07:33 The_Templar wrote:
On March 29 2014 07:30 Psione wrote:
On March 29 2014 07:26 The_Templar wrote:
On March 29 2014 07:26 Psione wrote:
11 spawn maps or bust!

11 spawn 3v3 map you mean, right?

1v1, go!

Oh… oh my.
I made a 7 player FFA map once

Someone needs to remake Seven Sins for SC2.

I made a really crappy version as soon as SC2 editor was released. I would work on it for this competition if it allowed 7 player maps. Either way, it wouldn't get into WCS though so it wouldn't be my main map.
gobbledydook
Profile Joined October 2012
Australia2605 Posts
March 29 2014 06:03 GMT
#80
On March 29 2014 14:15 LongShot27 wrote:
Too many restrictions, I don't expect to see any viable maps out of this

Your expectations will be exceeded, I'm afraid.
I am a dirty Protoss bullshit abuser
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