omg yes! It's your time to shine!
TeamLiquid Map Contest 4 - Page 4
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SidianTheBard
United States2474 Posts
omg yes! It's your time to shine! | ||
Yorkie
United States12612 Posts
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Semmo
Korea (South)627 Posts
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SetGuitarsToKill
Canada28396 Posts
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. | ||
Yorkie
United States12612 Posts
On March 29 2014 09:56 SetGuitarsToKill wrote: Just try it, it's what I'm doing. No way Im gonna win but whatever. Yanno what? You're right let's goooooooooo | ||
Bareleon
371 Posts
Also, I am making a couple of maps for the arcade, when they are in beta, where can I talk about them? | ||
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Plexa
Aotearoa39261 Posts
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. Despite being open to Koreans, we only had entries for the first TLMC from them ![]() 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! | ||
NewSunshine
United States5938 Posts
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iamcaustic
Canada1509 Posts
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. ![]() | ||
SidianTheBard
United States2474 Posts
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. | ||
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Psione
United States45 Posts
On March 29 2014 10:42 SidianTheBard wrote: 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 | ||
eTcetRa
Australia822 Posts
On March 29 2014 10:42 SidianTheBard wrote: 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. | ||
iamcaustic
Canada1509 Posts
On March 29 2014 10:49 Psione wrote: 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. ![]() | ||
Fanatic-Templar
Canada5819 Posts
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. | ||
Trozz
Canada3453 Posts
Let's see fun technology. You guys do it best. | ||
endy
Switzerland8970 Posts
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SidianTheBard
United States2474 Posts
On March 29 2014 12:13 eTcetRa wrote: 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! | ||
LongShot27
United States2084 Posts
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neobowman
Canada3324 Posts
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
Australia2593 Posts
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. | ||
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