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TeamLiquid Map Contest 4 - Page 5

Forum Index > SC2 General
311 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 14 15 16 Next All
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 29 2014 06:20 GMT
#81
On March 29 2014 14:15 LongShot27 wrote:
Too many restrictions, I don't expect to see any viable maps out of this

Why is that? Almost all of the restrictions are completely reasonable, with the only controversial one being the refusal of 2 spawn maps (not really a big deal, since there are plenty of other spawn options).
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 29 2014 06:35 GMT
#82
I'm all for multispawn maps only, we definitely need more interesting ones and more of them. I'm rather disappointed that 2-in-1 maps are allowed; I assume a lot of people will try to do this as a way to make a 2p map, because that's all they are. As a component of a map pool, 2-in-1 maps are rather gimmicky and not a good stand-in for the generally higher quality 2p maps you'd have instead in that slot.
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 29 2014 07:10 GMT
#83
On March 29 2014 15:35 EatThePath wrote:
I'm all for multispawn maps only, we definitely need more interesting ones and more of them. I'm rather disappointed that 2-in-1 maps are allowed; I assume a lot of people will try to do this as a way to make a 2p map, because that's all they are. As a component of a map pool, 2-in-1 maps are rather gimmicky and not a good stand-in for the generally higher quality 2p maps you'd have instead in that slot.

I don't think it's really fair to dismiss 2-in-1 maps as gimmicky. In a way, cross-spawn only 4p maps were a form of 2-in-1 maps; identical terrain design, but different angles. That would be the other end of the spectrum from gimmicky 2-in-1 implementations, but I definitely think there's a middle ground to be had. There really hasn't been a lot of experimentation in the area.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 29 2014 07:45 GMT
#84
On March 29 2014 16:10 iamcaustic wrote:
Show nested quote +
On March 29 2014 15:35 EatThePath wrote:
I'm all for multispawn maps only, we definitely need more interesting ones and more of them. I'm rather disappointed that 2-in-1 maps are allowed; I assume a lot of people will try to do this as a way to make a 2p map, because that's all they are. As a component of a map pool, 2-in-1 maps are rather gimmicky and not a good stand-in for the generally higher quality 2p maps you'd have instead in that slot.

I don't think it's really fair to dismiss 2-in-1 maps as gimmicky. In a way, cross-spawn only 4p maps were a form of 2-in-1 maps; identical terrain design, but different angles. That would be the other end of the spectrum from gimmicky 2-in-1 implementations, but I definitely think there's a middle ground to be had. There really hasn't been a lot of experimentation in the area.

I would dismiss cross spawn 4p on the same grounds and as a bad quick fix.

All I'm saying is 2-in-1 is categorically different than multispawn so I don't think it should be included if the goal is multispawn maps, but if the gimmick value of a coinflip 2p bundle counts for getting away from "true" 2p for the purposes of variety, so be it. You know I will always root for gimmicks even as I blithely label them as such with apparent condemnation.
Comprehensive strategic intention: DNE
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
March 29 2014 08:15 GMT
#85
Awesome looking fwd to seeing the contributions!!!
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
Superouman
Profile Blog Joined August 2007
France2195 Posts
March 29 2014 08:56 GMT
#86
On March 29 2014 12:36 endy wrote:
superouman come back plz

Summoning successful.

Here are some maps you can inspire yourself. No credits needed.
DL Link
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Keilkan
Profile Joined July 2012
Denmark67 Posts
Last Edited: 2014-03-29 09:15:50
March 29 2014 09:15 GMT
#87
It might be a crazy stupid idea, but could toppling rock towers be used to create a destructible (or permanent) "bridge" between two highgrounds that units can pass?... I think that could be quite an interesting gimmick to have to allow certain timings and positional plays.
Blast 'em!
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-29 09:47:59
March 29 2014 09:45 GMT
#88
thank you team liquid
ty plexa
ty blizz

ps:+ Show Spoiler +

to anyone feeling that galaxy is too hard and are scared to try producing a map, i'll only say this: + Show Spoiler +
bullocks, galaxy is as user friendly as a dishwasher when it comes to melee maps.. only your dedication and sense of things is required


anyone wishing for more transparency in the tlmc process:+ Show Spoiler +
hahahahhahahahahahhaa you must be barrin or baskerville ..so who cares


anyone asking for a vote to elect the judges pre selecting maps: + Show Spoiler +
hahahahahahahahahahahahaha you belive in god too?


to anyone not thankful for all the efforts to get us a more "interesting"/good map pool: + Show Spoiler +
get bent u sourpuss, many people for 3 years (on sc2) and 20 years on scbw have been working at achieving it, don't spit all over their efforts

ps: if you ever need crazy ideas, + Show Spoiler +
just ask baskerville

have fun and good luck to all participants

edit: hope all participants will post their map on here <3
make / have a good tl .. ohhh and i want my icon back :°D
nunez
Profile Blog Joined February 2011
Norway4003 Posts
March 29 2014 11:26 GMT
#89
these are the best.
conspired against by a confederacy of dunces.
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
March 29 2014 13:15 GMT
#90
I'm just fumbling around in the editor right now seeing what I can do, apparently, not much
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
nunez
Profile Blog Joined February 2011
Norway4003 Posts
March 29 2014 13:30 GMT
#91
protip: add a space shark.
conspired against by a confederacy of dunces.
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
March 29 2014 14:11 GMT
#92
Aww I thought I had a good map and bam I placed all the minerals wrong. Going to have to read through more tutorials, are there any links to example 4 player maps I can look at?
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 29 2014 15:48 GMT
#93
On March 29 2014 23:11 KatatoniK wrote:
Aww I thought I had a good map and bam I placed all the minerals wrong. Going to have to read through more tutorials, are there any links to example 4 player maps I can look at?


If you go File > Open > Battle.net > Login > Search

You can search for maps on battle.net. For instance, do that and search for Frost, you can then load up Frost and look around the map to get a feel for it. Also, if you want to place mineral fields properly you can just select the mineral fields in Frost and just copy/paste them into your map. Then you'll know they will be correct.
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.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 29 2014 16:16 GMT
#94
On March 29 2014 17:56 Superouman wrote:
Show nested quote +
On March 29 2014 12:36 endy wrote:
superouman come back plz

Summoning successful.

Here are some maps you can inspire yourself. No credits needed.
DL Link


Thank you based Protoss4ever
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2014-03-29 16:58:06
March 29 2014 16:34 GMT
#95
+ Show Spoiler +
[image loading]

gl hf people threw it together just now to have a contribution

edit: someone had broken link so http://i.imgur.com/5VRk1JB.jpg
Progamerpls no copy pasterino
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 29 2014 16:51 GMT
#96
On March 30 2014 01:34 MorroW wrote:
+ Show Spoiler +
[image loading]

gl hf people threw it together just now to have a contribution

Your image seems broken.
Twitter: @iamcaustic
Mafe
Profile Joined February 2011
Germany5966 Posts
March 29 2014 18:33 GMT
#97
I wish we could have this for dota2
And G
Profile Joined May 2012
Germany491 Posts
March 29 2014 20:03 GMT
#98
On March 29 2014 04:07 Plexa wrote:
The following map art guidelines should be followed to ensure a smooth QA process if the map is in contention for WCS/ladder use:
- Avoid excessive use of water
- Avoid weather effects like falling snow, snow drift doodads, etc.
- If using the Ice tileset, avoid using the CliffGlacier* doodad series
- Avoid excessive stacking/overlapping of doodads in concentrated spaces
- Excessive use of decals, custom decals
- Excessive use of doodads that produce dynamic shadows
- Doodads under the terrain
- Clusters of large/complex doodads

"Doodads under the terrain"? Like, lowering doodads until you can't see them anymore? Why would anyone do that? I must be missing something here...
not a community mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 29 2014 20:50 GMT
#99
On March 30 2014 05:03 And G wrote:
Show nested quote +
On March 29 2014 04:07 Plexa wrote:
The following map art guidelines should be followed to ensure a smooth QA process if the map is in contention for WCS/ladder use:
- Avoid excessive use of water
- Avoid weather effects like falling snow, snow drift doodads, etc.
- If using the Ice tileset, avoid using the CliffGlacier* doodad series
- Avoid excessive stacking/overlapping of doodads in concentrated spaces
- Excessive use of decals, custom decals
- Excessive use of doodads that produce dynamic shadows
- Doodads under the terrain
- Clusters of large/complex doodads

"Doodads under the terrain"? Like, lowering doodads until you can't see them anymore? Why would anyone do that? I must be missing something here...


well I currently have a 2player map in the wait till the contest is over which uses underground gas clouds for some interesting particle effects, it wont hurt the lagg because theyre not visible at all on lower settings.
"Not you."
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2014-03-29 21:31:37
March 29 2014 21:00 GMT
#100
Can we submit the same map for the 2v2 and 1v1 category?

Also, would small unit paths like the one on Blitzkrieg be acceptable?
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