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TeamLiquid Map Contest 4

Forum Index > SC2 General
311 CommentsPost a Reply
Normal

TeamLiquid Map Contest 4

Text byPlexa
Graphics byshiroiusagi
March 28th, 2014 19:07 GMT

We're very proud to announce the fourth edition of the Team Liquid Map Contest and another opportunity for the community to get maps into the ladder and WCS. This map contest will be looking for maps to be considered for use for WCS Season 3 -- if you missed Blizzard's announcement regarding the map pool for WCS Season 2 you can find that here. We're also including a team play map section for this seasons contest. The high placing maps in that contest will also be considered for use for on the ladder.

The TLMC has a very proud history of creating truly exceptional maps which have become tournament staples and which have served as a canvas for some of the best games in SC2's lifespan. Maps like Cloud Kingdom, Ohana, Frost, Yeonsu and Habitation Station all found their way into tournament use through the TLMC. We're excited to see what new and interesting maps the community will create for this contest.

For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.


How to Enter


Please PM your map(s) files to TL Map Contest with the following format before Saturday, Apr 19 6:59am GMT (GMT+00:00):

Map Name:

[img]A picture of your map[/img]

Main to Main distance: (in game seconds using a worker from town hall to town hall)

Natural to Natural distance: (in game seconds using a worker from town hall to town hall)

[img]Any relevant analyzer images (optional)[/img]

[url=]Your maps download link[/url]

Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer Plexa instead.


Submit your Map


Submission Rules


Each edition of the TeamLiquid Map Contest has seen a high number of submissions, and we don't expect that to be any different this season. As such, we are restricting the number of entries per mapmaker to two per category. This means you can submit up to two 1v1 maps and two team play maps.

  • The contest has two categories - 1v1 and team play. Mappers can submit up to two maps to each category.
  • We suggest maps follow the following restrictions:
    1. Normal bases are always 8 normal mineral patches and 2 normal geysers
    2. High yield bases are always 6 high yield patches and 2 normal geysers
    3. Don’t change values on Neutral units. For example:
          a. Don’t change Xel’Naga watch tower or destructible rock graphics
          b. Don’t change values on mineral patches, geysers, or rock health/armor values
          c. Don’t resize mineral patches or rocks
    4. Map sizes should be sensible, use the current map pool as a guide.
  • Maps with locked start positions are okay. This means "two in one" four player maps are acceptable entries.
  • 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
  • Maps which encourage the meta-game to develop in interesting ways will most likely score well.
  • Entries are not limited to non-Koreans, Korean mapmakers are welcome to submit entries.
  • Maps which have already been used in premier competition are not eligible for submission. If you are unsure, check with Plexa.
  • Don't steal other peoples work and try to claim it as your own, although this should go without saying!

Any maps which are selected/considered for the final shortlist may undergo changes which the judges request for balance purposes. Any maps selected for use in WCS/ladder will undergo an extensive QA process by Blizzard. If the QA guidelines above are not followed it is possible that your map may not be considered for use!

Submissions are open until:
Saturday, Apr 19 6:59am GMT (GMT+00:00)



Judging


Once the maps have been submitted they will be checked over for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team for judging. As the people on this website who spend the most time thinking about strategies and the metagame we feel that the strategy team is the perfect group to decide the best maps. They will also suggest tweaks for the finalists to correct any minor balance issues. We will announce the finalists as soon as possible.

Once the finalists are announced the public will have the opportunity to vote on which map they like the most in both the 1v1 and team play sections of the contest. Appropriate members of the Team Liquid staff (including the strategy section) and appropriate progamers will also have an opportunity to voice their opinion on the finalists. More information about this will be made available once the voting thread is up. Everyone will have at least one week to cast their vote for the contest.



FAQ


Q: Will the winning map automatically be included in WCS?

No. The top 3 maps will be submitted to Blizzard for consideration for use in WCS/ladder. If they feel like none of the maps are what the map pool needs for season 3 then it is possible that no map will be picked up. Similarly, if they feel the second or third place map is a really good fit for the map pool then that map may be chosen over the first place map.

Q: Why can't I enter two player maps?

It's no secret that two player maps are the most popular kind of map created by the community. But this also means that most of the maps that are considered for WCS use are also two player maps. When discussing with Blizzard about what kinds of maps would be most beneficial to the health of the map pool we both agreed that three to five player maps would fill a void in the map pool whereas a two player map probably wouldn't. We know that three to five player maps pose unique challenges to map makers to ensure that they're playable, but we've seen well executed multiple spawn maps submitted in the past and we're confident the community will rise to the challenge this season.

Q: But I really really want to submit my two player map, please let me?

Sorry, no can do. Hold on the map for next season and submit it then!

Q: Does the `two spawn' restriction apply to team maps?

No, you're welcome to submit 'two spawn' team play maps! For 4v4 maps this is probably necessary!

Q: How crazy can my maps be?

Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.) If you map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM Plexa and he will tell you whether or not it is appropriate.

Q: I want to make an FFA map for the team map contest, can I do so?

Unfortunately, at this stage we are not accepting FFA maps as part of the 'team play' component of the contest.

Q: What are the prizes for this contest?

At the moment prizes beyond being considered for WCS/ladder use have not been confirmed. Once we receive updates on this we will communicate this information.

If you have any unanswered questions please do not hesitate to ask them below or PM Plexa who will be happy to answer them. Best of luck in the competition.


Facebook Twitter Reddit
Administrator~ Spirit will set you free ~
TL Map Contest
Profile Joined September 2011
8 Posts
March 28 2014 15:08 GMT
#2
Hi everyone! Please submit your entries to me!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-03-28 19:16:42
March 28 2014 19:12 GMT
#3
Hell yes

Getting back into mapping for this (again)

Wait, no 2 player maps? NOOOOOO
Moderatorshe/her
TL+ Member
Phaenoman
Profile Joined February 2013
568 Posts
March 28 2014 19:17 GMT
#4
Time to tidy up the 2v2 map pool baby! Get rdy!!
Random is hard work dude...
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
March 28 2014 19:18 GMT
#5
I can't wait to see what kind of maps are made! Especially with 3-5 player spawns! Woo!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Psione
Profile Joined March 2014
United States45 Posts
March 28 2014 19:18 GMT
#6
Looking forward to it.
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 28 2014 19:18 GMT
#7
Guess its time to take a break from arcade mapping!
~ ~ <°)))><~ ~ ~
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 28 2014 19:19 GMT
#8
How crazy is Sacred Path ? Eligible for voting ? Dunno if i should submit it or i'd waste a spot.
Author of Coda and Eastwatch.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 28 2014 19:20 GMT
#9
No 2 player maps

Thank you

So much.

Cant wait to see what the community comes up with! :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 28 2014 19:21 GMT
#10
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.

Map in question:
+ Show Spoiler +
&#91;image loading&#93;


I wouldn't submit it if you're trying to get onto ladder since it's pretty far off the beaten path but it could do well in teams
Moderatorshe/her
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 28 2014 19:21 GMT
#11
The game is afoot. Time to get my submissions ready.
Twitter: @iamcaustic
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 28 2014 19:22 GMT
#12
Community maps are the best maps to play on (the well thought-out ones)
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
March 28 2014 19:22 GMT
#13
are there any tutorials on mapmaking?
ESPORTS ILLUMINATI
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
March 28 2014 19:23 GMT
#14
For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.

Eh, I really hate rotational imbalance and scouting luck. I guess it would be considered to abnormal, but maybe we could have some kind of weird map with 5 spawns that pings your opponent's spawn at the beginning.

Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.)

Rising lava is so interesting, easy to understand and would add so much to a map pool.
tomastaz
Profile Joined January 2013
United States976 Posts
March 28 2014 19:25 GMT
#15
This is awesome!
No church in the wild --- @tzhang0126
Wherewolf
Profile Joined December 2010
United States353 Posts
March 28 2014 19:26 GMT
#16
It does seem weird that we can't have interesting map features in a strategy game.
Meerel
Profile Joined March 2012
Germany713 Posts
March 28 2014 19:26 GMT
#17
thx for using my map in the banner
SDMF
myRZeth
Profile Joined June 2011
Germany1047 Posts
March 28 2014 19:29 GMT
#18
i dislike the anti 2pl map rule
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 28 2014 19:33 GMT
#19
On March 29 2014 04:23 ZAiNs wrote:
Show nested quote +
For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.

Eh, I really hate rotational imbalance and scouting luck. I guess it would be considered to abnormal, but maybe we could have some kind of weird map with 5 spawns that pings your opponent's spawn at the beginning.

"Scouting luck" is a term used by those who are used to only having to scout a single spawn location. Whatever happened to the old BW days of sending two workers in opposite directions (or any other combination of scout units) when you really needed to see your opponent's base?

Rotational imbalance is a sad issue though; it's unfortunate that Blizzard decided to make air play so dominant in SC2. Really puts a damper on the terrain design.
Twitter: @iamcaustic
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 28 2014 19:33 GMT
#20
Sick city.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-03-28 19:37:26
March 28 2014 19:34 GMT
#21
On March 29 2014 04:22 nkr wrote:
are there any tutorials on mapmaking?


TL's Mapper's Index - Dated but has links to good info
SC2mapster's Melee mapmaking survival guide by Xenostalker - Ignore the part on symmetry, there is now a symmetry tool
Blizzard's Terrain tutorial
Simple Q&A thread
~ ~ <°)))><~ ~ ~
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
March 28 2014 19:35 GMT
#22
Maybe I'll have to get around to making the map I always wanted to now. If only I could figure out the stupid mapmaker.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
March 28 2014 19:39 GMT
#23
Good, so Welmu can again win the actual tournament (If there will be)
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
digmouse
Profile Blog Joined November 2010
China6329 Posts
March 28 2014 19:43 GMT
#24
More Frost-level goodness gogo!
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
March 28 2014 19:49 GMT
#25
I found 4 players map so boring to look at. Too much mirroring, and expandig into someone else's natural feels so... unnatural. Will try to draw something workable on paint.
I look like someone's uncle after a hard life
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
March 28 2014 19:52 GMT
#26
Awesome, I hope to see some great maps come out of this!
Moderatorlickypiddy
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 28 2014 19:53 GMT
#27
On March 29 2014 04:49 ConCentrate405 wrote:
I found 4 players map so boring to look at. Too much mirroring, and expandig into someone else's natural feels so... unnatural. Will try to draw something workable on paint.

Such things were status quo in Brood War. Not sure why it'd be a bad thing now.
Twitter: @iamcaustic
linkhimura
Profile Joined March 2014
Argentina231 Posts
March 28 2014 19:56 GMT
#28
I like the idea of no 2p maps, that's a good choice.

I've seen some good maps from the past contests, so I'm expecting some cool things from these too, especially with big maps.

I have faith in you TL, let's see your maps in the ladder!
NorthernAetas
Profile Joined February 2013
United States11 Posts
March 28 2014 20:08 GMT
#29
Looking forward to some cool asymmetrical maps with the new 2 player map rule.

Also... Thems some pretty graphics up top.
MasterOfPuppets
Profile Blog Joined March 2011
Romania6942 Posts
Last Edited: 2014-03-28 20:22:12
March 28 2014 20:19 GMT
#30
On March 29 2014 04:53 iamcaustic wrote:
Show nested quote +
On March 29 2014 04:49 ConCentrate405 wrote:
I found 4 players map so boring to look at. Too much mirroring, and expandig into someone else's natural feels so... unnatural. Will try to draw something workable on paint.

Such things were status quo in Brood War. Not sure why it'd be a bad thing now.


Maps in general used to be a lot more interesting, if not super balanced, which was great to see more often than not. In SC2 it seems like the only maps that get played and don't suffer from massive amounts of community backlash are super standard, boring macro maps with run-of-the-mill layouts. Although with SHOUTcraft clan wars and now another one of these, I really hope things will change even a little bit, although last time I checked quite a few of the resident TL mapping judges were very conservative. (anyone remember the days when everything that wasn't a Daybreak clone got criticized and slammed into the ground? yeah...)
"my shaft scares me too" - strenx 2014
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
March 28 2014 20:22 GMT
#31
On March 29 2014 04:33 iamcaustic wrote:
Show nested quote +
On March 29 2014 04:23 ZAiNs wrote:
For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.

Eh, I really hate rotational imbalance and scouting luck. I guess it would be considered to abnormal, but maybe we could have some kind of weird map with 5 spawns that pings your opponent's spawn at the beginning.

"Scouting luck" is a term used by those who are used to only having to scout a single spawn location. Whatever happened to the old BW days of sending two workers in opposite directions (or any other combination of scout units) when you really needed to see your opponent's base?
Rotational imbalance is a sad issue though; it's unfortunate that Blizzard decided to make air play so dominant in SC2. Really puts a damper on the terrain design.

Nobody sends 2 workers because it hurts your economy too much for how much it's worth. You rarely see Protoss send 2 scouts vs. Zerg when Forge expanding but I haven't seen it for a long time. In PvP especially players do really risky greedy builds often because they know they might not be scouted.
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
March 28 2014 20:23 GMT
#32
Quick question, has anyone ever made a 5 spawn location map before?
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
NovaMB
Profile Joined February 2013
Germany9534 Posts
March 28 2014 20:25 GMT
#33
On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

http://wiki.teamliquid.net/starcraft2/New_Pompeii
Phaenoman
Profile Joined February 2013
568 Posts
March 28 2014 20:25 GMT
#34
On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

http://www.teamliquid.net/forum/sc2-maps/439401-5-new-pompeii
Random is hard work dude...
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
March 28 2014 20:31 GMT
#35
On March 29 2014 05:25 NovaMB wrote:
Show nested quote +
On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

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

On March 29 2014 05:25 Phaenoman wrote:
Show nested quote +
On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

http://www.teamliquid.net/forum/sc2-maps/439401-5-new-pompeii


Damn, and I thought I was being so original.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
And G
Profile Joined May 2012
Germany491 Posts
March 28 2014 20:33 GMT
#36
6-in-1 map incoming.
not a community mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-03-28 20:38:38
March 28 2014 20:35 GMT
#37
On March 29 2014 05:22 ZAiNs wrote:
Show nested quote +
On March 29 2014 04:33 iamcaustic wrote:
On March 29 2014 04:23 ZAiNs wrote:
For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.

Eh, I really hate rotational imbalance and scouting luck. I guess it would be considered to abnormal, but maybe we could have some kind of weird map with 5 spawns that pings your opponent's spawn at the beginning.

"Scouting luck" is a term used by those who are used to only having to scout a single spawn location. Whatever happened to the old BW days of sending two workers in opposite directions (or any other combination of scout units) when you really needed to see your opponent's base?
Rotational imbalance is a sad issue though; it's unfortunate that Blizzard decided to make air play so dominant in SC2. Really puts a damper on the terrain design.

Nobody sends 2 workers because it hurts your economy too much for how much it's worth. You rarely see Protoss send 2 scouts vs. Zerg when Forge expanding but I haven't seen it for a long time. In PvP especially players do really risky greedy builds often because they know they might not be scouted.

Are you ready to have your mind blown?

When 2 scout patterns are standard for everyone on 4 spawn maps, it's no longer detrimental. It also opens up opportunities for players to gave multiple gradients of greed (2 scout = safe, 1 scout = semi-risky, 0 scout = maximum risk). The reason you haven't seen 2 scout patterns in a long time is because the vast majority of the map pool is dominated by 2 spawn maps. Given the disparity, it's not efficient for players to spend vast amounts of training time to map out 2 scout patterns for only 1-2 maps in a 7 map pool. You're better off accepting the scouting risk, especially since the only 4 spawn maps in the pool at the moment have highly defensible 3-base layouts and very long rush distances.
Twitter: @iamcaustic
[PkF] Wire
Profile Joined March 2013
France24193 Posts
March 28 2014 20:37 GMT
#38
I don't really get that anti 1v1 maps rule. I guess the contest will be less interesting this season and get back in shape for the next edition.
Kiaph
Profile Blog Joined July 2012
112 Posts
March 28 2014 20:40 GMT
#39
Time to try at my first map ever.

Any tips are suggestions? :D That will help me avoid a rough start? :D

(Or links to threads) Thanks in advance, can't wait to see how this pans out.

I never really jumped in on (2)s but.. with (4)s only.. and my love for art, and the game.. I want to give it a go.

As a child I spent a lot of time in Warcraft 2 map maker, haven't ever touched the Starcraft 2 scene, hope the skills roll over.. from so many ages ago.
Waxangel
Profile Blog Joined September 2002
United States33360 Posts
March 28 2014 20:42 GMT
#40
put up some money blizzard jeez
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
TheFlexN
Profile Joined March 2012
Israel472 Posts
March 28 2014 20:43 GMT
#41
yes its back! This is going to be awesome!
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
mLAN
Profile Joined November 2011
12 Posts
March 28 2014 20:48 GMT
#42
Entries are not limited to non-Koreans, Korean mapmakers are welcome to submit entries.


This has to be said? Jeeze
digmouse
Profile Blog Joined November 2010
China6329 Posts
March 28 2014 20:51 GMT
#43
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

Korean map makers gets more exposure in the past due to a lot of them make maps for Korean leagues.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
March 28 2014 20:56 GMT
#44
cool by wcs to give a shoutout to this competition! ᕕ( ᐛ )ᕗ
ESPORTS ILLUMINATI
Ferisii
Profile Joined February 2011
Denmark199 Posts
March 28 2014 20:59 GMT
#45
On March 29 2014 05:31 SetGuitarsToKill wrote:
Damn, and I thought I was being so original.


If you got an idea for one, do still try make it!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
March 28 2014 21:07 GMT
#46
On March 29 2014 05:59 Ferisii wrote:
Show nested quote +
On March 29 2014 05:31 SetGuitarsToKill wrote:
Damn, and I thought I was being so original.


If you got an idea for one, do still try make it!


That was the full extend of my idea. I might still try though, but it might be hard. I've never been the most creative person
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
TotalBiscuit
Profile Blog Joined March 2010
United Kingdom5437 Posts
March 28 2014 21:16 GMT
#47
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
CommentatorHost of SHOUTcraft Clan Wars- http://www.mlg.tv/shoutcraft
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 28 2014 21:46 GMT
#48
Given the fact that we can't do 2 players maps and that 3 players maps usually have a lot of empty air space can we use air pathing blockers? I'm guessing that we can't, right?

On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

There are some, Pompei for one, there are a couple others, but they are uncommon because the space to work with is very very limited, and that usually means that you need to do workarounds which hamper the rush distances and such.

@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.
SC2CTL
Profile Joined July 2013
Canada104 Posts
March 28 2014 21:47 GMT
#49
I'm so stoked for this - interesting maps for http://sc2ctl.com/about - any mapmakers that would like to get their maps used every week by several hundred players send me a PM and I'd be happy to oblige!
shin ken
Profile Blog Joined October 2009
Germany612 Posts
March 28 2014 21:48 GMT
#50
On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

[image loading]
(Wiki)Hwangsanbul

[image loading]
Evolution Predators 2
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 28 2014 22:26 GMT
#51
On March 29 2014 06:48 shin ken wrote:
Show nested quote +
On March 29 2014 05:23 SetGuitarsToKill wrote:
Quick question, has anyone ever made a 5 spawn location map before?

[image loading]
(Wiki)Hwangsanbul

[image loading]
Evolution Predators 2

Also this used in Shoutcraft clan wars
Moderatorshe/her
TL+ Member
Psione
Profile Joined March 2014
United States45 Posts
March 28 2014 22:26 GMT
#52
11 spawn maps or bust!
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 28 2014 22:26 GMT
#53
On March 29 2014 07:26 Psione wrote:
11 spawn maps or bust!

11 spawn 3v3 map you mean, right?
Moderatorshe/her
TL+ Member
Psione
Profile Joined March 2014
United States45 Posts
March 28 2014 22:30 GMT
#54
On March 29 2014 07:26 The_Templar wrote:
Show nested quote +
On March 29 2014 07:26 Psione wrote:
11 spawn maps or bust!

11 spawn 3v3 map you mean, right?

1v1, go!
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 28 2014 22:33 GMT
#55
On March 29 2014 07:30 Psione wrote:
Show nested quote +
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
Moderatorshe/her
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 28 2014 22:35 GMT
#56
On March 29 2014 07:33 The_Templar wrote:
Show nested quote +
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.
vibeo gane,
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
March 28 2014 22:38 GMT
#57
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


Hey now let's remember we had a map last time that used a gimmick where lava covered most of the middle at regular intervals.
@RealHeyoka | ESL / DreamHack StarCraft Lead
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 29 2014 00:29 GMT
#58
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.
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 29 2014 00:29 GMT
#59
On March 29 2014 04:33 JessicaSc2 wrote:
Sick city.

This!
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 29 2014 00:30 GMT
#60
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?
Comprehensive strategic intention: DNE
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
Canada3454 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
Australia2603 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
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?
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
March 29 2014 21:08 GMT
#101
Oh boy, no fly zones are smaller than I expected. Time for some more jiggery pokery with my map.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 29 2014 21:33 GMT
#102
On March 30 2014 06:08 KatatoniK wrote:
Oh boy, no fly zones are smaller than I expected. Time for some more jiggery pokery with my map.

You can modify their hard and soft radii.
Twitter: @iamcaustic
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
March 29 2014 22:00 GMT
#103
On March 30 2014 06:33 iamcaustic wrote:
Show nested quote +
On March 30 2014 06:08 KatatoniK wrote:
Oh boy, no fly zones are smaller than I expected. Time for some more jiggery pokery with my map.

You can modify their hard and soft radii.


Oh you can? How do I go about doing that? I'm completely new to this so very clueless atm x_x
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 30 2014 00:32 GMT
#104
On March 30 2014 06:00 neobowman wrote:
Can we submit the same map for the 2v2 and 1v1 category?

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

Yes and yes, but perhaps submitting maps for 2v2 and 1v1 simultaneously would not be a strong strategy!
Administrator~ Spirit will set you free ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 30 2014 01:00 GMT
#105
Plexa how about custom textures? I'm guessing they are a big no-no right?
@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.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 30 2014 02:02 GMT
#106
On March 30 2014 09:32 Plexa wrote:
Show nested quote +
On March 30 2014 06:00 neobowman wrote:
Can we submit the same map for the 2v2 and 1v1 category?

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

Yes and yes, but perhaps submitting maps for 2v2 and 1v1 simultaneously would not be a strong strategy!


No time to make maps for both so I'm just making a 1v1 map and submitting it to 2v2 too in case they find it's good for it.
Kitai
Profile Joined June 2012
United States873 Posts
March 30 2014 04:00 GMT
#107
This makes me happy. Every contest so far has come up with a few amazing maps, and it really helps to keep the game fresh. Thanks for running these
"You know, I don't care if soO got 100 second places in a row. Anyone who doesn't think that he's going to win blizzcon watching this series is a fool" - Artosis, Blizzcon 2014 soO vs TaeJa
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 30 2014 04:20 GMT
#108
Spent all day creating something new. I'm absolutely in love with it as well and I can't wait to show it off. Still have some tweaking to do on it and need to do a couple games to make sure it's not too imba but it is probably the most unique map I've ever made. Still need to finish all the aesthetics & border art though, which will take some time.

Then I either need to create another 3-5 player map and try my hand at a team map or just search through my older maps and tweak something up. Hmmmmmm, the choices the choices.

I hope everybody posts their submissions in this thread as well, it's so enjoyable to see what other maps got submitted!
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.
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
March 30 2014 12:18 GMT
#109
Can't wait to see your entry Sidian, especially after Habitation Station. Still tweaking my map a lot, it probably won't get far in the judging but I dunno, going to try regardless.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
imre
Profile Blog Joined November 2011
France9263 Posts
March 30 2014 13:22 GMT
#110
8/6min, just to make sure nothing too radical happens zzz
Zest fanboy.
And G
Profile Joined May 2012
Germany491 Posts
March 30 2014 13:31 GMT
#111
For the team play category, can I enter a modified Blizzard map if those modifications effect very different gameplay and the map hasn't been used for team play yet?

(looking at Newkirk)
not a community mapmaker
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
March 30 2014 17:17 GMT
#112
I think I'm done with the map itself, I'm just confused with the whole Main to Main and Natural to Natural with a 4 player map, surely those distances would depend on spawn locations at the start of the game?
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
FalconHoof
Profile Joined December 2012
Canada183 Posts
March 30 2014 17:57 GMT
#113
I love the map contests! The creativity always blows me away. Focusing on something other than the 2-player maps seems like a fantastic idea. I look forward to seeing the results!
Masturbation this good deserves it's own foreplay.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2014-03-30 18:00:00
March 30 2014 17:59 GMT
#114
On March 31 2014 02:17 KatatoniK wrote:
I think I'm done with the map itself, I'm just confused with the whole Main to Main and Natural to Natural with a 4 player map, surely those distances would depend on spawn locations at the start of the game?


Probably just do the closest spawn time and make a little note about that when you go to submit it. At least that's what I'm going to do.
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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-03-30 19:19:11
March 30 2014 19:07 GMT
#115
Posting in the wrong place is fun
Moderatorshe/her
TL+ Member
LongShot27
Profile Joined May 2013
United States2084 Posts
March 30 2014 19:15 GMT
#116
On March 29 2014 15:03 gobbledydook wrote:
Show nested quote +
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.


Highly doubt it
If all men were created equal there would be no reason to declare it.
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
March 30 2014 19:28 GMT
#117
On March 31 2014 04:15 LongShot27 wrote:
Show nested quote +
On March 29 2014 15:03 gobbledydook wrote:
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.


Highly doubt it


Were you displeased with, for example, Frost or HabStation? New Polaris Rhapsody?
AdministratorBreak the chains
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 30 2014 20:28 GMT
#118
On March 31 2014 02:17 KatatoniK wrote:
I think I'm done with the map itself, I'm just confused with the whole Main to Main and Natural to Natural with a 4 player map, surely those distances would depend on spawn locations at the start of the game?

Yes, but they should be relatively the same for close/cross/other spawn between all positions. So we're looking for those three numbers.

On March 30 2014 22:31 And G wrote:
For the team play category, can I enter a modified Blizzard map if those modifications effect very different gameplay and the map hasn't been used for team play yet?

(looking at Newkirk)

Nothing is stopping you from doing this!
Administrator~ Spirit will set you free ~
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 31 2014 06:52 GMT
#119
Good luck to the current mappers of SC2. Always give it your best work, it truly pays off. It's great to see the TLMC continuing as well, since community is important
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 31 2014 19:33 GMT
#120
On March 31 2014 15:52 IronManSC wrote:
Good luck to the current mappers of SC2. Always give it your best work, it truly pays off. It's great to see the TLMC continuing as well, since community is important

I love that we have this continuity of support from "retired" successful mappers!
Comprehensive strategic intention: DNE
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 31 2014 20:20 GMT
#121
I cant wait to finish my last submission , a 4v4 map with something special !
Author of Coda and Eastwatch.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 31 2014 23:28 GMT
#122
On April 01 2014 05:20 IeZaeL wrote:
I cant wait to finish my last submission , a 4v4 map with something special !

Isn't it 3-5 players only?

And are we allowed to ask Plexa for advice on our map?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 31 2014 23:47 GMT
#123
On April 01 2014 08:28 neobowman wrote:
Show nested quote +
On April 01 2014 05:20 IeZaeL wrote:
I cant wait to finish my last submission , a 4v4 map with something special !

Isn't it 3-5 players only?

And are we allowed to ask Plexa for advice on our map?

Team play maps yo ;o
Administrator~ Spirit will set you free ~
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
April 01 2014 05:01 GMT
#124
On April 01 2014 08:47 Plexa wrote:
Show nested quote +
On April 01 2014 08:28 neobowman wrote:
On April 01 2014 05:20 IeZaeL wrote:
I cant wait to finish my last submission , a 4v4 map with something special !

Isn't it 3-5 players only?

And are we allowed to ask Plexa for advice on our map?

Team play maps yo ;o


You didn't answer my second question.

Or maybe asking that question is a form of asking for advice from you and you're not allowed to do that so you didn't newer a!!!
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 01 2014 19:48 GMT
#125
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

[image loading]

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 01 2014 21:00 GMT
#126
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.
Comprehensive strategic intention: DNE
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 01 2014 21:20 GMT
#127
Just to clarify, does 3-5 means 3 to 5 (including 4) players map or it means 3 OR 5 players?

sigh, the more I work on my 3+ p maps, more I like 2p. I think I just don't get it.
I look like someone's uncle after a hard life
enord
Profile Blog Joined September 2013
France258 Posts
April 01 2014 21:22 GMT
#128
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:
+ Show Spoiler +
[image loading]

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.

really nice map :D
make / have a good tl .. ohhh and i want my icon back :°D
Holytornados
Profile Joined November 2011
United States1022 Posts
Last Edited: 2014-04-01 21:28:44
April 01 2014 21:28 GMT
#129
Small typo here:

" If you map passes that test and complies with the guidelines above then your map is acceptable!"

Other than that sounds fun. Can't wait to see the maps!
CLG/Liquid ~~ youtube.com/reddedgaming
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 01 2014 22:36 GMT
#130
On April 02 2014 06:00 EatThePath wrote:
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.

Nobody appreciates my genius... yet.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2014-04-01 22:38:00
April 01 2014 22:37 GMT
#131
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.


I'd assume with that map you'd limit the spawn locations so you can't spawn in close positions. At that point wouldn't it be considered a 4 spawn map?
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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 01 2014 22:44 GMT
#132
On April 02 2014 06:00 EatThePath wrote:
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.

Damn it, I was making a 3-in-1 2v2 map.

Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 01 2014 22:51 GMT
#133
On April 02 2014 07:36 NewSunshine wrote:
Show nested quote +
On April 02 2014 06:00 EatThePath wrote:
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.

Nobody appreciates my genius... yet.

That's why it's genius, right?

On April 02 2014 07:44 The_Templar wrote:
Show nested quote +
On April 02 2014 06:00 EatThePath wrote:
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.

Damn it, I was making a 3-in-1 2v2 map.


And then there's mad genius. o_O
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 01 2014 23:21 GMT
#134
On April 02 2014 07:51 EatThePath wrote:
Show nested quote +
On April 02 2014 07:36 NewSunshine wrote:
On April 02 2014 06:00 EatThePath wrote:
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.

Nobody appreciates my genius... yet.

That's why it's genius, right?

Show nested quote +
On April 02 2014 07:44 The_Templar wrote:
On April 02 2014 06:00 EatThePath wrote:
Indeed it would make more sense for the rule to be "no 2p maps" and leave it at that, but oh well.

3-in-1, now you're just being silly.

Damn it, I was making a 3-in-1 2v2 map.


And then there's mad genius. o_O

Just so you know, I'm not actually making a 2v2 map that is 3-in-1. That is just crazy.
It was to prepare you for my latest map, Fiery Cliffs.
Moderatorshe/her
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 01 2014 23:24 GMT
#135
On April 02 2014 07:37 SidianTheBard wrote:
Show nested quote +
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.


I'd assume with that map you'd limit the spawn locations so you can't spawn in close positions. At that point wouldn't it be considered a 4 spawn map?

As much as a 2-in-1 map is considered 2p, which it isn't.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 02 2014 00:21 GMT
#136
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.

In most circumstances 6p maps are probably pushing things a bit too far, at least for most map makers. Encouraging submissions in a category that is likely to do not do very well isn't very responsible of me! However if you feel that you're capable of designing a 6p+ map which is viable in a 1v1 setting then feel free to contact me about that.
Administrator~ Spirit will set you free ~
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 02 2014 00:37 GMT
#137
Looks like I got internet back just in time
SC2 Mapmaker
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 02 2014 01:02 GMT
#138
On April 02 2014 09:21 Plexa wrote:
Show nested quote +
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.

In most circumstances 6p maps are probably pushing things a bit too far, at least for most map makers. Encouraging submissions in a category that is likely to do not do very well isn't very responsible of me! However if you feel that you're capable of designing a 6p+ map which is viable in a 1v1 setting then feel free to contact me about that.


The map I'm almost finished with has 8 spawn points...yet should be completely viable for a 1v1 map. Hope it's not a problem! Ask EatThePath, he loves it.
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.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 02 2014 03:30 GMT
#139
On April 02 2014 09:37 lorestarcraft wrote:
Looks like I got internet back just in time

I was wondering where you disappeared to! Time to make some awesome maps.
Twitter: @iamcaustic
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 02 2014 03:52 GMT
#140
On April 02 2014 09:21 Plexa wrote:
Show nested quote +
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.

In most circumstances 6p maps are probably pushing things a bit too far, at least for most map makers. Encouraging submissions in a category that is likely to do not do very well isn't very responsible of me! However if you feel that you're capable of designing a 6p+ map which is viable in a 1v1 setting then feel free to contact me about that.

You don't encourage it per se, you simply exclude 2p maps. I for one won't be making any 6-spawn maps that I want to submit anyway, but someone might, and it seems odd to exclude them because we don't want 2p maps this time. Please tell me I'm not the only one who thinks this way? Just hoping someone understands what I'm on about here.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 02 2014 03:57 GMT
#141
On April 02 2014 12:52 NewSunshine wrote:
Show nested quote +
On April 02 2014 09:21 Plexa wrote:
On April 02 2014 04:48 NewSunshine wrote:
I find it odd that it stipulates 3-5 spawn positions, given that the real intention is no 2-spawn maps. Though not many, it excludes some other possibilities as well. To make my point:

This was something I made a while back, but anything of that sort has been excluded by the rule. A 3-in-1 map is just as rare, but now it can't be done. I feel most of the rules this time around are just silly, like I don't have enough to worry about making maps normally.

In most circumstances 6p maps are probably pushing things a bit too far, at least for most map makers. Encouraging submissions in a category that is likely to do not do very well isn't very responsible of me! However if you feel that you're capable of designing a 6p+ map which is viable in a 1v1 setting then feel free to contact me about that.

You don't encourage it per se, you simply exclude 2p maps. I for one won't be making any 6-spawn maps that I want to submit anyway, but someone might, and it seems odd to exclude them because we don't want 2p maps this time. Please tell me I'm not the only one who thinks this way? Just hoping someone understands what I'm on about here.

I do see where you're coming from. But here is where I'm coming from:
- If i say no 2p maps, people assume I'm asking for 4p maps
- 3-5 makes it clear that 3 and 5 p maps are allowed and encouraged
- 5p maps are difficult to create, but by stating that we're okay with them someone may be inclined to experiment
- 6p maps introduce a whole new dimension of difficulty in terms of space management, beyond that which most mappers can work out (if it's at all possible)
Administrator~ Spirit will set you free ~
fezvez
Profile Blog Joined January 2011
France3021 Posts
April 02 2014 07:04 GMT
#142
I just want to cheer in the general direction of mapmakers!

Come on guys, you can have your map played in the Code S GSL finals!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
April 03 2014 02:56 GMT
#143
Hmm, I'm finding it difficult to find time for this. Maybe it would've been better to host this sometime other than finals month. I suppose Blizzard employees don't really have time to cater but it's a bit difficult to put everything together.
enord
Profile Blog Joined September 2013
France258 Posts
April 03 2014 21:17 GMT
#144
8 pages only
make / have a good tl .. ohhh and i want my icon back :°D
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 03 2014 21:58 GMT
#145
On April 04 2014 06:17 enord wrote:
8 pages only
Everyone is hiding their maps. Competition too stronk.
I look like someone's uncle after a hard life
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-04-03 22:27:41
April 03 2014 22:19 GMT
#146
Thinking about the contest itself: "Aww maaan, that takes too long. I wanna see dem new maps now!"
Thinking about completing own map before deadline: "Crap, I need more time to finish it!!"
Random is hard work dude...
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 03 2014 23:43 GMT
#147
On April 04 2014 06:58 ConCentrate405 wrote:
Show nested quote +
On April 04 2014 06:17 enord wrote:
8 pages only
Everyone is hiding their maps. Competition too stronk.


I'll post my super awesome most likely imba map either tonight or tomorrow, then I'll spend another week or so working on another map. Yeaaaaaaaa!

TLMC Baby!
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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 04 2014 00:00 GMT
#148
Now that I have successfully posted decoy maps on the internet and pretended to be working on them, I can develop my super-hot top secret team maps.
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 04 2014 01:43 GMT
#149
Here will be my first submission, I'm not actually sending it in just yet because I'm still experimenting with some gameplay options so I might change up a couple things, but figured I'd show it off and maybe it'll spark some ideas for other mappers.




Korhal Carnage
1v1 Melee
Size: 158x154

8 spawn locations but players cannot spawn within the 4 closest adjacent bases from each other!
12 regular mineral bases!
1 gold base in the middle!
4 Extremely powerful watchtowers!
4 creepy crawly scantipedes!



Top Down:
[image loading]

Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-04 01:51:27
April 04 2014 01:51 GMT
#150
You're insane.


I like it. Not sure about the two entrances to the main, especially as one is on even ground.
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 04 2014 02:09 GMT
#151
On April 04 2014 10:51 The_Templar wrote:
You're insane.


I like it. Not sure about the two entrances to the main, especially as one is on even ground.


Oh I agree, which is why I'm still doing some playtests on it to see. Currently I'm still worried a bit about speedling openers vs protoss and blink vs terran, honestly everything else I don't believe will be a problem. Really hard to make changes without ruining the overall concept of the map either, so I'm letting it play out for the time being and seeing if I really need to change anything up.
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.
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-04-04 07:35:52
April 04 2014 07:32 GMT
#152
I am a bit too dumb to understand the spawn system, sry T_T
Assuming that I spawn at the red location, where could ur opponent spawn? I think 1 is irrelevant and all the other unnumbered locations as well. What about 2 - 4? I'd like to understand ur thoughts.
[image loading]
EDIT: Lol now that I have drawn this, I think I understand it :DDD hahaha. All shown locations are not possible spawn locations right?
Random is hard work dude...
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 04 2014 12:22 GMT
#153
On April 04 2014 16:32 Phaenoman wrote:
I am a bit too dumb to understand the spawn system, sry T_T
Assuming that I spawn at the red location, where could ur opponent spawn? I think 1 is irrelevant and all the other unnumbered locations as well. What about 2 - 4? I'd like to understand ur thoughts.
EDIT: Lol now that I have drawn this, I think I understand it :DDD hahaha. All shown locations are not possible spawn locations right?


That image is correct. The 3 spawns you left unnumbered are possible spawn locations for the enemy. I actually have it only uploaded to NA because that's where I playtest it with friends, so you're more then welcome to go give it a shot if you'd like.
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.
enord
Profile Blog Joined September 2013
France258 Posts
April 04 2014 12:23 GMT
#154
ty sidian for eye candy <3
make / have a good tl .. ohhh and i want my icon back :°D
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 05 2014 20:49 GMT
#155
hope i did this right and the map is good to the eyes of map makes

[url=http://imgur.com/w2OJUwF][img]http://i.imgur.com/AaFpnOl.jpg[/url][/img]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
Last Edited: 2014-04-05 20:57:09
April 05 2014 20:51 GMT
#156
[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 05 2014 20:53 GMT
#157
sorry i did it double it but is not easy to see if i did it right the first time
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 05 2014 23:17 GMT
#158
Starting the gameplay testing step Hope judges are not to rigid about symmetry, somethings just doesn't fit in 3p maps.
I look like someone's uncle after a hard life
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-04-06 01:27:52
April 06 2014 01:27 GMT
#159
On April 04 2014 10:43 SidianTheBard wrote:
Here will be my first submission, I'm not actually sending it in just yet because I'm still experimenting with some gameplay options so I might change up a couple things, but figured I'd show it off and maybe it'll spark some ideas for other mappers.




Korhal Carnage
1v1 Melee
Size: 158x154

8 spawn locations but players cannot spawn within the 4 closest adjacent bases from each other!
12 regular mineral bases!
1 gold base in the middle!
4 Extremely powerful watchtowers!
4 creepy crawly scantipedes!



Top Down:
+ Show Spoiler +
[image loading]


Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Blizzard would be mad to not use this as an FFA map, and just as mad to not start looking for them after this. I like it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2014-04-06 05:24:04
April 06 2014 05:21 GMT
#160
I always have been sad about the lack of FFA games on b.net

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
Retired Mapmaker™
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2014 09:43 GMT
#161
On April 04 2014 10:43 SidianTheBard wrote:
Here will be my first submission, I'm not actually sending it in just yet because I'm still experimenting with some gameplay options so I might change up a couple things, but figured I'd show it off and maybe it'll spark some ideas for other mappers.




Korhal Carnage
1v1 Melee
Size: 158x154

8 spawn locations but players cannot spawn within the 4 closest adjacent bases from each other!
12 regular mineral bases!
1 gold base in the middle!
4 Extremely powerful watchtowers!
4 creepy crawly scantipedes!



Top Down:
[image loading]

Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]



I love the innovative style, yet as a player I see so many reasons why this map is completely unplayable.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2014-04-06 23:05:53
April 06 2014 15:53 GMT
#162
On April 06 2014 10:27 NewSunshine wrote:
Show nested quote +
On April 04 2014 10:43 SidianTheBard wrote:
Here will be my first submission, I'm not actually sending it in just yet because I'm still experimenting with some gameplay options so I might change up a couple things, but figured I'd show it off and maybe it'll spark some ideas for other mappers.




Korhal Carnage
1v1 Melee
Size: 158x154

8 spawn locations but players cannot spawn within the 4 closest adjacent bases from each other!
12 regular mineral bases!
1 gold base in the middle!
4 Extremely powerful watchtowers!
4 creepy crawly scantipedes!



Top Down:
+ Show Spoiler +
[image loading]


Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Blizzard would be mad to not use this as an FFA map, and just as mad to not start looking for them after this. I like it.

It actually looks like a pretty crappy ffa map XD. FFAS want every player to have a chance at not dying in the early game. Here, it'll inevitebly devolve into a 4 player game.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
Last Edited: 2014-04-06 20:00:49
April 06 2014 19:59 GMT
#163
[image loading][/url][image loading][/url]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
CoraBlue
Profile Joined April 2014
United States24 Posts
Last Edited: 2014-04-07 09:55:24
April 07 2014 09:54 GMT
#164
Triskelion.

[image loading]

There is a minor balance issue to work out with two more ramps, but for the purposes of looking at it, it's pretty much done. If anyone is curious about the meta and how it plays out so far, or if anyone would like to help test it, I'll be checking back well before the deadline.

And yeah, first time poster. Sup dudes? :O
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2014-04-07 12:22:53
April 07 2014 12:22 GMT
#165
On April 07 2014 18:54 CoraBlue wrote:
Triskelion.

[image loading]

There is a minor balance issue to work out with two more ramps, but for the purposes of looking at it, it's pretty much done. If anyone is curious about the meta and how it plays out so far, or if anyone would like to help test it, I'll be checking back well before the deadline.

And yeah, first time poster. Sup dudes? :O


Sup'!

Interesting, though the terrain level of the mains still bugs me way too much. Low mains would be quite an issue I'd say.

Otherwise, it seems a bit too clumped, like, there's no real open space anywhere on the map, apart from those brownish bases, and that could be a problem for some zerg playstyles.

I think Terrans would love this map a bit too much to be honest, and Protoss as well though a bit less.

My 2 cents, don't take it too seriously, that's mostly my (gold level) opinion. Oh and I really like the name and the general shape of the map

Damn, I should've started making a 1v1 map
Maybe starting one now and keeping it for the next contest, mmmmh.
LiquipediaWanderer
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 07 2014 17:57 GMT
#166
Since they are kinda ready i think i'll show my submissions Only maps made before the contest announcement and modified a bit.

Providence

2-in-1 map

[image loading]
No-name Map

4players map

[image loading]

Sacred Path v2

Sud vs North / Est vs Ovest

[image loading]


No-name Map

Sud vs North / Est vs Ovest

[image loading]
Author of Coda and Eastwatch.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 07 2014 19:50 GMT
#167
Those all look nice lez. ^^

But if that last one is meant to be 2v2... yuck for any team with one zerg facing double zerg. =\
Comprehensive strategic intention: DNE
CoraBlue
Profile Joined April 2014
United States24 Posts
Last Edited: 2014-04-07 20:34:35
April 07 2014 20:15 GMT
#168
On April 08 2014 02:57 IeZaeL wrote:
Since they are kinda ready i think i'll show my submissions Only maps made before the contest announcement and modified a bit.


Oh hey. I've seen your maps in Shoutcraft. Providence looks extremely strong here, especially the bottom right and top left spawn positions.

Interesting, though the terrain level of the mains still bugs me way too much. Low mains would be quite an issue I'd say.

I completely understand why people are skeptical of lowground mains, but after watching a few pro players in Shoutcraft play on maps like this, I'm convinced that in certain situations it isn't a problem. It creates a really interesting dynamic in choosing your second base in this case. It also helps put a dent in blink.

You're safe from the right for the first 5:45 from a rush, 7:30 for tech, so do you go clockwise and take the highground to shut that down, or do you go counterclockwise towards an easier third and use the watchtower to spot attacks from the other side?

Otherwise, it seems a bit too clumped, like, there's no real open space anywhere on the map, apart from those brownish bases, and that could be a problem for some zerg playstyles.

You would think it would be a problem for Zerg, but ling counters are pretty strong, and swarmhosts can lock down areas fairly well on the map. It's one of those things where I wish I could see people play on it for sure though, to see if drops are too strong and if units are failing to get surrounds.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 07 2014 20:37 GMT
#169
Check the mineral counts IeZ especially on the 1v1 maps, i'm seeing mineral fields that have 6 or 7 minerals instead of the normal 8, other than that they look quite nice i must say, i'm diggin' Providence quite a bit ^^
@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-07 20:46:56
April 07 2014 20:45 GMT
#170
On April 08 2014 05:37 Uvantak wrote:
Check the mineral counts IeZ especially on the 1v1 maps, i'm seeing mineral fields that have 6 or 7 minerals instead of the normal 8, other than that they look quite nice i must say, i'm diggin' Providence quite a bit ^^

Yup, looks like a symmetry tool problem.

The various issues are found at:
    Providence:
  • Top/Bottom main bases

    1st no-name map:
  • Top left third
  • Top left natural
  • Top center third
  • Top right third
  • Bottom right natural
  • Bottom center third
  • Bottom left third

    Second no-name map:
  • Top center base
  • Top right main
  • Bottom center base
  • Bottom left main


The low ground thirds and the golds look weird too.
Moderatorshe/her
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 07 2014 20:51 GMT
#171
Thanks a lot the_templar , the simmetry tool is something really buggy , atleast for me. It just always fails to update correctly.

As for the layout issues , they're still not finished ^^.
Author of Coda and Eastwatch.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 07 2014 21:27 GMT
#172
On April 08 2014 05:15 CoraBlue wrote:
Show nested quote +
On April 08 2014 02:57 IeZaeL wrote:
Since they are kinda ready i think i'll show my submissions Only maps made before the contest announcement and modified a bit.


Oh hey. I've seen your maps in Shoutcraft. Providence looks extremely strong here, especially the bottom right and top left spawn positions.

Show nested quote +
Interesting, though the terrain level of the mains still bugs me way too much. Low mains would be quite an issue I'd say.

I completely understand why people are skeptical of lowground mains, but after watching a few pro players in Shoutcraft play on maps like this, I'm convinced that in certain situations it isn't a problem. It creates a really interesting dynamic in choosing your second base in this case. It also helps put a dent in blink.

You're safe from the right for the first 5:45 from a rush, 7:30 for tech, so do you go clockwise and take the highground to shut that down, or do you go counterclockwise towards an easier third and use the watchtower to spot attacks from the other side?

Show nested quote +
Otherwise, it seems a bit too clumped, like, there's no real open space anywhere on the map, apart from those brownish bases, and that could be a problem for some zerg playstyles.

You would think it would be a problem for Zerg, but ling counters are pretty strong, and swarmhosts can lock down areas fairly well on the map. It's one of those things where I wish I could see people play on it for sure though, to see if drops are too strong and if units are failing to get surrounds.


Oh well, you seem to have thought thoroughly about these points, good work! It would be interesting to see pros playing it
LiquipediaWanderer
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 07 2014 21:28 GMT
#173
On April 08 2014 05:51 IeZaeL wrote:
Thanks a lot the_templar , the simmetry tool is something really buggy , atleast for me. It just always fails to update correctly.

As for the layout issues , they're still not finished ^^.

If you're doing any sort of rotational symmetry, you have to watch out for things like mineral footprints preventing proper placement due to their 2x1 nature. Generally, I'll only use the symmetry tool for the gas geysers, then do traditional copy/paste for minerals to ensure their proper placement in relation to the geysers.
Twitter: @iamcaustic
Thaniri
Profile Blog Joined March 2011
1264 Posts
April 07 2014 21:56 GMT
#174
On April 07 2014 18:54 CoraBlue wrote:
Triskelion.

[image loading]

There is a minor balance issue to work out with two more ramps, but for the purposes of looking at it, it's pretty much done. If anyone is curious about the meta and how it plays out so far, or if anyone would like to help test it, I'll be checking back well before the deadline.

And yeah, first time poster. Sup dudes? :O


I really like this. Do you think that maybe the towers will be too strong seeing as they cover the only non-rock entrance to your base? It will be almost impossible to pull off a rush if your opponent holds his own tower and sees it coming from a mile away.
Thaniri
Profile Blog Joined March 2011
1264 Posts
Last Edited: 2014-04-07 22:03:12
April 07 2014 22:02 GMT
#175
On this map I am worried about blink stalkers and terran cliff hopping with tanks. Wouldn't it be cool if the ramp was moved down here? It might make it difficult for zerg to get a third though.

[image loading]
CoraBlue
Profile Joined April 2014
United States24 Posts
Last Edited: 2014-04-11 07:37:12
April 07 2014 22:46 GMT
#176
I really like this. Do you think that maybe the towers will be too strong seeing as they cover the only non-rock entrance to your base? It will be almost impossible to pull off a rush if your opponent holds his own tower and sees it coming from a mile away.

This is a pretty good suggestion. I've experimentally moved the towers so that they only cover half of mid. A smart player can still rush by knowing where the towers cover (which means you'll need to scout where your opponent spawned). Let me know if you have feedback.
Thaniri
Profile Blog Joined March 2011
1264 Posts
April 07 2014 23:11 GMT
#177
I like the representation of the tower range. Towers can be quite fun on this map seeing as you need at least two of them to see an attack coming.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-04-08 16:38:34
April 08 2014 16:37 GMT
#178
@CoraBlue: You have a very interesting concept that turned out pretty nice in execution. I would recommend thinking about any ways you could possibly simplify the concept by reducing the number of rocks you need to block the back routes, and also adjusting the chokes around the map. There aren't really any options for attack routes with open space other than those seen by the towers, which aren't even that open.

@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
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 08 2014 18:04 GMT
#179
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.
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 08 2014 18:22 GMT
#180
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.

I was considering it but I sort of want to place this time around >.>
Moderatorshe/her
TL+ Member
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 States2141 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 States2141 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,
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-04-12 02:43:14
April 12 2014 02:29 GMT
#201
On April 12 2014 08:29 iamcaustic wrote:
Show nested quote +
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.


I think it could be doable if the low ground was entirely surrounded by double elevation cliffs. But the current approach seems set up for reapers and such. So it wouldn't fit.

Doubt anybody would want to get their army stuck on that low ground if cliff walking was out of the picture. Shame SC2 doesn't have a stronger high ground advantage too.

My take on the map was that access to the expansions at the corners of the map needed to be opened up somehow. Feels liek the player that is behind is going to be choked down on 3 bases otherwise and squeezed in that quarter of the map without much prospect of breaking out or ever reaching other expansions on the map. That works in BW but not usually in SC2.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 05:25 GMT
#202
On April 12 2014 11:29 LaLuSh wrote:
My take on the map was that access to the expansions at the corners of the map needed to be opened up somehow. Feels liek the player that is behind is going to be choked down on 3 bases otherwise and squeezed in that quarter of the map without much prospect of breaking out or ever reaching other expansions on the map. That works in BW but not usually in SC2.

I'm curious why you feel it doesn't work in SC2. My personal opinion is that people have gotten too comfortable always holding a capped economy.
Twitter: @iamcaustic
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-04-12 12:16:55
April 12 2014 12:01 GMT
#203
I don't think level of comfort or what you or I think matters much.

Reason I think that there needs to be an alternative path is because I haven't seen many succesful SC2 maps with a lack of open attack/counterattack paths in the centre. The player that lacks control of the middle is going to be completely cut off from the empty mains unless they employ super passive play and slowly crawl fowards (swarm hosts).

Those green areas are the only areas you need oversight of to be 100% aware of any counterattack movements.

[image loading]

I made this other graphic for a different thread I'm writing on that shows how space tends to be used on a typical 4 player map in SC2.

[image loading]


4 player maps follow this formula regardless of whether you starve the players and provide them with only 3 easily accessible bases on their quarter of the map (fighting spirit), or if you do it like what is currently in fashion: cram 5 bases in a small area.

The difference is the community always spews hate on the starved 3-base 4 player maps. They produce predictable play. Always 2 or 3 base all-ins, nothing else.

So mapmakers default to the other option: "I'm going to cram loads of bases in a small area cuz players aren't going to use the space on the map even if try to force them by starving them of easily accessible bases. Plus my map will actually have a chance of getting picked/used this way".

It's possible my suggestion isn't even feasible for Iezael's map. But the above is my reasoning for why I even thought of suggesting it. To encourage/force more space on the map to be used, and not to make the middle area super restricted. What current 4 player maps at least have going for them is that their middle areas aren't cramped like it is on the iron curtain map.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-04-13 16:19:43
April 12 2014 14:08 GMT
#204
These are probably going to be my entries (click for details) :
Void of Humanity :
[image loading]
and Jungle Station :
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 12 2014 14:33 GMT
#205
I like Void of Humanity a lot. Jungle Station seems messy.
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 12 2014 18:15 GMT
#206
@Lalush, you should make maps.

I agree with you. Also consider that all those rocks can be destroyed though, leaving a ton of space to maneuver.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 12 2014 18:39 GMT
#207
I've already posted my KCKO map already but this is my actual full submission post. KCKO if it's okay (Plexa, let me know) can be submitted as a 1v1 map, but could also be submitted as a team (2v2) or even a FFA map. I've also created a new 4 player map named Into The Wilds that is pretty unique in it's own sense as well. (If I get more time I might work on the aesthetics of ITW a little more because I'm not completely 100% happy with it, but going to be pretty busy this next week so not sure if I'll have time to work on it) Lastly, I'll be submitting my 4v4 map that I submitted waaay back in TLMC 2 iirc. I made a couple tweaks to it but didn't change much else. KCKO and ITW are both published on NA/EU/KR and they are all unlocked so feel free to open them up if you'd like.

Good luck to everybody! Looking forward to seeing some of the other submissions!


Korhal Carnage Knockout
1v1, 2v2, FFA

[image loading]


Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]



Into The Wilds
1v1

[image loading]

Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]



Koprulu Clash
4v4

[image loading]

Close Ups:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
April 12 2014 18:58 GMT
#208
Into The Wilds looks pretty good.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 18:59 GMT
#209
On April 12 2014 21:01 LaLuSh wrote:
I don't think level of comfort or what you or I think matters much.

Reason I think that there needs to be an alternative path is because I haven't seen many succesful SC2 maps with a lack of open attack/counterattack paths in the centre. The player that lacks control of the middle is going to be completely cut off from the empty mains unless they employ super passive play and slowly crawl fowards (swarm hosts).

Those green areas are the only areas you need oversight of to be 100% aware of any counterattack movements.

+ Show Spoiler +
[image loading]

I feel like destroying the rocks and air options would provide some alternative. I do agree that the map could potentially result in split-map games, though. I'm also not convinced that it's the end of the world if a player gets "trapped" on 4 base; that's already more bases than a standard 3 base maximum economy, so you can keep a max economy going for a decent while. As for getting trapped in the first place, I think it's a player mistake in failing to establish map control. Am I wrong in assuming that should be a strategic priority for players to get ahead of (or at least keep on par with) their opponent on this map?

On April 12 2014 21:01 LaLuSh wrote:
I made this other graphic for a different thread I'm writing on that shows how space tends to be used on a typical 4 player map in SC2.

+ Show Spoiler +
[image loading]


4 player maps follow this formula regardless of whether you starve the players and provide them with only 3 easily accessible bases on their quarter of the map (fighting spirit), or if you do it like what is currently in fashion: cram 5 bases in a small area.

#YOLO. One of the things that always drives me nuts about 4p map design is how you have those vast areas that get unused, because you don't need 'em. We need more of this IMO (not the map in particular, but the idea that a macro game spans the whole map):


Twitter: @iamcaustic
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 12 2014 19:21 GMT
#210
Am i wrong or on Into The Wilds some mineral placement are wrong ?
Author of Coda and Eastwatch.
And G
Profile Joined May 2012
Germany491 Posts
April 12 2014 19:38 GMT
#211
On April 13 2014 03:59 iamcaustic wrote:One of the things that always drives me nuts about 4p map design is how you have those vast areas that get unused, because you don't need 'em. We need more of this IMO

I completely agree with this, and I think the main design "features" that lead to this are a centre through which basically every major attack goes, and 3 or more bases per player that clearly belong to that player and can safely be taken regardless of where the opponent spawns. It's super noticeable on Frost where you have four bases in each quadrant, and even if you expand to an unused main, your opponent will still attack that expansion by going through the centre. I think 12 bases is a good number for an axially symmetric four player map if four of those bases are located at the edge of the map between spawning positions so neither player can take them when spawning adjacent, and so your position gets stretched laterally when spawning cross. This gives you four to five bases per player that can reasonably be taken and held, and two to four bases that may be contested between players in the lategame.
not a community mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 12 2014 19:41 GMT
#212
On April 13 2014 04:21 IeZaeL wrote:
Am i wrong or on Into The Wilds some mineral placement are wrong ?

Which ones? I don't see anything personally.
Moderatorshe/her
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
April 12 2014 19:42 GMT
#213
On April 13 2014 04:41 The_Templar wrote:
Show nested quote +
On April 13 2014 04:21 IeZaeL wrote:
Am i wrong or on Into The Wilds some mineral placement are wrong ?

Which ones? I don't see anything personally.

12 and 6 o'clock?
not a community mapmaker
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 12 2014 19:46 GMT
#214
On April 13 2014 04:21 IeZaeL wrote:
Am i wrong or on Into The Wilds some mineral placement are wrong ?


Ehh, they are both correct but one mineral patch is pretty far back. I suppose I could move it forward 1 or 2 notches to make it look a little nicer.
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.
MarcusRife
Profile Joined March 2011
343 Posts
April 12 2014 19:58 GMT
#215
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 get the impression you don't know this is a 2v2 map. See Shoutcraft Clan Wars for example games.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 20:02 GMT
#216
On April 13 2014 04:58 MarcusRife wrote:
Show nested quote +
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 get the impression you don't know this is a 2v2 map. See Shoutcraft Clan Wars for example games.

I believe IeZaeL was also looking to see if he could submit it as a 1v1 map, in which case the feedback would be addressed to that end.
Twitter: @iamcaustic
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 12 2014 20:20 GMT
#217
[image loading]

Here we go, all better now!
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.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 20:32 GMT
#218
Just finished sending my two 1v1 submissions. Click on the map overviews to go to their respective TL map threads.

[image loading]

[image loading]



[image loading]

[image loading]
Twitter: @iamcaustic
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 12 2014 23:54 GMT
#219
this is Lava Oasis 2v2 map i hope is pleasing to the eyes of the master of mapmaking.[url=http://imgur.com/u5kqLAw][img]http://i.imgur.com/j2lqdZI.jpg[/url][/img]

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Namrufus
Profile Blog Joined August 2011
United States396 Posts
April 13 2014 02:59 GMT
#220
What I probably will be submitting:

(2v2) Southbound Voyager
[image loading]
map thread


(2v2) Tyrador Battlements
[image loading]
Symmetric remake of Tyrador Keep. old post about map


(4) Arcadia
[image loading]
Based on the Brood War map Arcadia by skb9728_CyGnus.
This is it... the alpaca lips.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2014-04-13 07:26:31
April 13 2014 07:26 GMT
#221
Man looking at Tyrador Battlements, I really miss the shadows on overview pictures on the maps.. One patch they just disappeared and now all overviews look really ugly.
Mapmaker of Frost, Fruitland and Bridgehead
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2014-04-13 15:01:32
April 13 2014 15:00 GMT
#222
Trying to get back into the swing of things, my 2 1v1 submissions:
Shrine of the Fallen
[image loading]
Dragon's Nest
[image loading]
SC2 Mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 13 2014 17:23 GMT
#223
Man i love Arcadia and Shrine of the Fallen. Any chance we get some pretty pictures ?
Author of Coda and Eastwatch.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
April 13 2014 19:11 GMT
#224
On April 13 2014 04:58 MarcusRife wrote:
Show nested quote +
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 get the impression you don't know this is a 2v2 map. See Shoutcraft Clan Wars for example games.


I didn't know.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 13 2014 21:19 GMT
#225
On April 14 2014 02:23 IeZaeL wrote:
Man i love Arcadia and Shrine of the Fallen. Any chance we get some pretty pictures ?

When I get a map thread up for it
SC2 Mapmaker
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-04-14 05:01:27
April 14 2014 04:59 GMT
#226
Going to submit these two:

Charlotte's Reach
[image loading]


Guardsmen
[image loading]
Both are still undergoing minor refinements, like the lack of unbuildable plates at the ramps on Guardsmen
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 14 2014 18:15 GMT
#227
Well since my fog is is not working my overviews will be on a 30º degree angle (thnks AndG, damn u Blizz -.-


Unnamed 1


[image loading]

90º Overview

Data:

3in1 4 players map
Vertical spawns disabled
148x148 iirc
2 gold bases
0 xel'nagas


Unnamed 2


[image loading]

90º Overview

Data:

2in1 4 players map
144x148
0 xel'nagas
TR-BL players don't spawn in the lowground, they spawn at their "naturals".


Unnamed 3


[image loading]

90º Overview

Data:

Ring of air pathing blockers
154x154
0 xel'nagas
short rush distances (~178)


I'm not sure which one i'll be submitting, neither of them area ready yet, but i'm heading to submit the first one and the third one, but i may submit an older one like Star Sapphire with some minor editing.

Poll: Which maps should i submit?

Unnamed 1 (Terran Installation 3in1 map (3)
 
60%

Unnamed 2 (Korhal city 2in1 map) (1)
 
20%

Unnamed 3 (Desertic temple 3 players map) (1)
 
20%

Star Sapphire (0)
 
0%

Other (0)
 
0%

5 total votes

Your vote: Which maps should i submit?

(Vote): Unnamed 1 (Terran Installation 3in1 map
(Vote): Unnamed 2 (Korhal city 2in1 map)
(Vote): Unnamed 3 (Desertic temple 3 players map)
(Vote): Star Sapphire
(Vote): Other


@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-14 19:23:18
April 14 2014 19:23 GMT
#228
Can't you just submit them all? They all look so good T_T
Moderatorshe/her
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 14 2014 22:59 GMT
#229
Okay, i think that i can call the first map finished, i'll probably retouch a couple things tomorrow before sending it but for the most part it is done.

KTV Foxtrot Labs


30º Overview
[image loading]

70º Overview
+ Show Spoiler +

[image loading]


Pretty Shots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Data

Vertical Spawns disabled
2 gold bases
148x148

Distances

TR-BL: 211
TR-TL: 202
BR-BL: 202
TL-BR: 216
@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.
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 15 2014 15:19 GMT
#230
Just sent this 4p 2 in1 Cross Spawns only
Map Name: Lost Cavern
[image loading]

Main to Main distance: 60s
Natural to Natural distance: ~47s
GL everyone.
I look like someone's uncle after a hard life
And G
Profile Joined May 2012
Germany491 Posts
April 16 2014 12:47 GMT
#231
[image loading]

[image loading]
not a community mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 16 2014 15:34 GMT
#232
Ok, so I've changed my mind and there are the maps I am going to enter (click for details) :
Void Of Humanity
[image loading]
Land Of Insanity
[image loading]
Gl hf to everyone !
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 16 2014 18:39 GMT
#233
time to reveal my entries

1v1

Fallen empire
[image loading]

ancient vault
[image loading]


team

Shakuras battleground (2v2)
[image loading]

tarantula(4v4)
[image loading]
"Not you."
vult
Profile Blog Joined February 2012
United States9400 Posts
April 16 2014 18:43 GMT
#234
Really liking that Void of Humanity map alot, Looks really nice and most playable.
I used to play random, but for you I play very specifically.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 16 2014 19:14 GMT
#235
Nice team maps meavis. Tarantula looks awesome. ^^
Comprehensive strategic intention: DNE
FreezingAcidRain
Profile Joined January 2013
Canada18 Posts
April 17 2014 13:47 GMT
#236
My entries, Behold!

River Battlements (2vs2)
[image loading]

Radiant Darkness (2vs2)
[image loading]
IMTB
Profile Joined March 2014
Taiwan37 Posts
April 17 2014 13:56 GMT
#237
Close combat
1V1 map
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 17 2014 13:57 GMT
#238
So much maps that look awesome. I reallly wish these replace the current ma ppool :D
FreezingAcidRain
Profile Joined January 2013
Canada18 Posts
April 17 2014 14:32 GMT
#239
map pool should be bigger with all these great maps, Is there an easy trick to add trim for borders?
Axieoqu
Profile Joined October 2005
Finland204 Posts
April 17 2014 16:42 GMT
#240
Can't wait to see all the results! I love how the air blocking enables different kinds of builds
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-18 01:49:03
April 17 2014 17:31 GMT
#241
edit: fixed
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 18 2014 03:16 GMT
#242
Here is my lone entry, wish I had time to do more than 1 map this time around.

Bleeding Star
3v3

[image loading]
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 18 2014 03:17 GMT
#243
My submissions:

1v1:
AEM Chimaera
[image loading]

AEM Nature Spirit

[image loading]

2v2:
AEM Solar Flare
[image loading]

3v3:
AEM Lunar Curtain
[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-04-18 04:30:41
April 18 2014 04:18 GMT
#244
Cool 3v3 map Fish, reminds me of the Broodwar map Hitchhiker.

On April 14 2014 02:23 IeZaeL wrote:
Man i love Arcadia and Shrine of the Fallen. Any chance we get some pretty pictures ?

Sure.
+ Show Spoiler [zee pretty pictures] +
[image loading]
[image loading]
[image loading]


On April 17 2014 22:56 IMTB wrote:
Close combat
1V1 map
<pictures removed for space>

It may be helpful to enable "Tools->Brush->Allow Cliff Merging" in the editor, allowing you to paint different types of cliffs without the editor adding the extra "buffer space" (as seen around your Protoss cliffs). Make sure to cover up the gaps between the cliff types with a "Cliff Gap Filler" doodad or similar! (search "Cliff" or "Gap" in the doodad area.)



Also, I submitted my maps today, also including this Gaema Gowon remake.

(4) Return of Samus
[image loading]

Edit: @NewSunshine: I love those long skinny hallways on Nature Spirit.
This is it... the alpaca lips.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2014-04-18 05:47:51
April 18 2014 05:47 GMT
#245
Hi Gaema Gowon :3 that takes me back haha
Administrator~ Spirit will set you free ~
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
April 18 2014 06:05 GMT
#246
lol Gaema Gowon remake <3 Gotta say I love this since at first sight it looks less messy than 80% of the maps in this thread nat to nat distance of close spawn seems worrisome though
Leveler
Profile Joined April 2014
Finland1 Post
April 18 2014 10:45 GMT
#247
My map:

4v4
Ramparts
https://dl.dropboxusercontent.com/u/108473333/ramparts_lowres.jpg

Two images of the bases

Base at 9 o'clock. Three entrances, but one towards the enemy is blocked with debris.
https://dl.dropboxusercontent.com/u/108473333/ramparts_details1_lowres.jpg

Base at 11 o'clock.
https://dl.dropboxusercontent.com/u/108473333/ramparts_details2_lowres.jpg

(As a new user, I was not allowed to use img tag.)
And G
Profile Joined May 2012
Germany491 Posts
April 18 2014 13:14 GMT
#248
This will be my other 1v1 submission, with super close spawns disabled (obviously):

[image loading]

When I started working on the aesthetics I thought it would all look a lot more awesome once finished, but I guess I suck at this. Lava ≠ water, right?
not a community mapmaker
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-04-18 13:48:20
April 18 2014 13:22 GMT
#249
Hey guys, this will be my only submission since it took me so long to finish. Thx for all the feedback in the WIP-Thread!

Red Ruins [2v2]

[image loading]

Thread on Custom Maps will follow this day :D
Random is hard work dude...
NinjaDuckBob
Profile Joined March 2014
177 Posts
Last Edited: 2014-04-18 20:04:00
April 18 2014 17:30 GMT
#250
My 1v1 submission, tried to be creative with it.

Bermuda Circle

[image loading]

Debris and towers took a fair amount of time to get right. Apparently destructible tower debris explodes if it falls on top the edge of other debris X-D Zerglings getting through cracks made it kind of difficult to get the right positioning on the rocks and towers so that they could fully block off a place without exploding, but I finally got it down.
NinjaDuckBob ~ Fear the fuzzy!
Meerel
Profile Joined March 2012
Germany713 Posts
April 18 2014 19:48 GMT
#251
On April 18 2014 22:14 And G wrote:
This will be my other 1v1 submission, with super close spawns disabled (obviously):

[image loading]

When I started working on the aesthetics I thought it would all look a lot more awesome once finished, but I guess I suck at this. Lava ≠ water, right?


you shouldnt play with the lighting so much, standard lighting is usually the best.
you can test it with an archon if you messed it up
SDMF
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 18 2014 20:35 GMT
#252
Maps sent! ^^

KTV Foxtrot Labs


[image loading]


30º Overview


Main to Main distance: Vertical Spawns disabled!

NW-SE: 69 seconds
SW-NE: 63 seconds
SW-NW: 61 seconds
NW-NE: 61 seconds

Natural to Natural distance:

NW-SE: 44 seconds
SW-NE: 50 seconds
SW-NW: 42 seconds
NW-NE: 42 seconds


Analyzer Image


Pretty Pics

http://imgur.com/a/xqmih



KTV Kamala Park


[image loading]


30º Overview


Main to Main distance:

NW-SE: 62 seconds
SW-NE: 49 seconds

Natural to Natural distance:

NW-SE: 50 seconds
SW-NE: 62 seconds


Analyzer Image


Pretty Pics

http://imgur.com/a/FYZbl
@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 18 2014 20:44 GMT
#253
please do my aesthetics next map contest T_T
Moderatorshe/her
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-04-18 21:06:19
April 18 2014 21:00 GMT
#254
Can a map submitted for the TLMC have more than 1 mapmaker? Uhmmm it would interesting to see what happens... iirc you guys at TPW did a map this way, one of your very first ones i can't recall th name of it for my life, it was a destroyed city theme iirc

The trick to make a pretty map is just to dump many many hours on it, or at least that's MY trick, also i'll accept if you come up with good names for my maps!
@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.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 18 2014 21:03 GMT
#255
You're thinking of Concrete Dreams
~ ~ <°)))><~ ~ ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 18 2014 21:09 GMT
#256
Oh yeah that one, i still don't understand they managed to make a coherent theme with all the plp working on the same map, one thing that disappointed me about TPW is that they never again used that cool custom TPW billboard
@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-18 21:42:55
April 18 2014 21:23 GMT
#257
On April 19 2014 06:00 Uvantak wrote:
Can a map submitted for the TLMC have more than 1 mapmaker? Uhmmm it would interesting to see what happens... iirc you guys at TPW did a map this way, one of your very first ones i can't recall th name of it for my life, it was a destroyed city theme iirc

The trick to make a pretty map is just to dump many many hours on it, or at least that's MY trick, also i'll accept if you come up with good names for my maps!

Names are the other thing I am terrible at

My aesthetics are improving, but so are everyone else's, and faster
. . . .|
edit: | case in point
. . . .v
Moderatorshe/her
TL+ Member
Timmay
Profile Joined April 2005
United States112 Posts
April 18 2014 21:34 GMT
#258
(3) Catallena

[image loading]
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
April 18 2014 22:06 GMT
#259
AEM Coriolis

[image loading]

Analyzer
+ Show Spoiler +
[image loading]


Probably my only entry, unless I can manage to quickly and crappily decorate another layout sometime within the next 9 hours.
vibeo gane,
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2014-04-18 23:37:51
April 18 2014 22:39 GMT
#260
AEM Jungle Remedy
1v1 (cross spawn only - 2in1)
+ Show Spoiler +
[image loading]


AEM Colonial Province
1v1 (all spawns)
+ Show Spoiler +
[image loading]


AEM Emrel Coast
2v2
+ Show Spoiler +
[image loading]


AEM Preservation
2v2
+ Show Spoiler +
[image loading]


My submissions. Colonial Province has Korhal Compound aesthetics, as a friend requested.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 19 2014 01:50 GMT
#261
Hmm, which map should I struggle decorate? I should really do this stuff in advance.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 19 2014 02:11 GMT
#262
On April 19 2014 10:50 EatThePath wrote:
Hmm, which map should I struggle decorate? I should really do this stuff in advance.

All of them.

(I only had time for three maps TT)
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-19 03:18:15
April 19 2014 03:16 GMT
#263
I submitted:

(8) 2v2 Korhal Traffic

&#91;image loading&#93;





(4) Moon Lab

&#91;image loading&#93;





(4) Ashcrest

&#91;image loading&#93;




I may make threads for these maps if FlaShFTW or someone else asks me to.
Moderatorshe/her
TL+ Member
jkpyun6
Profile Joined April 2014
United States1 Post
April 19 2014 03:19 GMT
#264
Map 1 : Siberian Valley

Main to main distance : Game sec - 1:00
Natural to natural distance: Game sec - 0:45

http://i.imgur.com/ZZ1qUfz.jpg

starcraft://map/1/232627


Map 2: Wasteland of Despair

Main to main distance : Game sec - 1:00
Natural to natural distance: Gams sec : 0:45

http://i.imgur.com/YglZhJe.jpg

starcraft://map/1/232700


Map 3: Widow's Peak

Main to main distance : Game sec - 1:10
Natural to natural distance: Gams sec : 0:55

http://i.imgur.com/NuGUtn6.jpg

starcraft://map/1/234410
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 19 2014 03:21 GMT
#265
On April 19 2014 12:19 jkpyun6 wrote:
-snip-

Hey, I hate to burst bubbles, but 2 player maps are not considered in this competition.
Moderatorshe/her
TL+ Member
Quidios
Profile Joined June 2013
Sweden74 Posts
April 19 2014 06:02 GMT
#266
Am I the last one?

(3) Shrouded Harbor

[image loading]
(The background doesn't seem to work with the Map Image Export.)

(3) Sashin Temple

[image loading]

I might update this post with some more info later, too tired right now.


JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-04-19 06:25:28
April 19 2014 06:23 GMT
#267
These are my entries. I sent them a few days ago but completely forgot about this thread T_T:

Deadwing (1v1) [all spawns enabled]

[image loading]

Imperial Basin (1v1) [all spawns enabled]

[image loading]

High Hedge (2v2)

[image loading]

Battlefield (4v4)

[image loading]
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2014-04-19 07:11:32
April 19 2014 07:10 GMT
#268
AEM Samsara:
[image loading]

AEM Dominion Rose:
[image loading]

Hate on haters!
Retired Mapmaker™
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 19 2014 07:29 GMT
#269
Thank you everyone! Submissions have closed! We will now begin the judging process. Best of luck to all entrants.
Administrator~ Spirit will set you free ~
Samro225am
Profile Joined August 2010
Germany982 Posts
April 19 2014 08:14 GMT
#270

(1v1) Purifier
[image loading]
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 19 2014 09:22 GMT
#271
On April 19 2014 17:14 Samro225am wrote:

(1v1) Purifier
[image loading]


Are those nexus supposed to be there?
Retired Mapmaker™
Samro225am
Profile Joined August 2010
Germany982 Posts
April 19 2014 11:37 GMT
#272
Disqualified?
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 19 2014 16:33 GMT
#273
Number of maps submitted ?
Oh , and is it possible to have a .zip with all the maps overviews by the end of the contest?
Author of Coda and Eastwatch.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-04-20 16:12:51
April 19 2014 18:49 GMT
#274
POST ALL THE MAPS!

CoraBlue + Show Spoiler +

Triskelion
[image loading]


The_Templar+ Show Spoiler +

Moon Lab
[image loading]

(4) Ashcrest
[image loading]



iamcaustic + Show Spoiler +

Galaxy Sol Crossing
[image loading]

Galaxy Boondock Wastes
[image loading]


AndG + Show Spoiler +

Cruzader
[image loading]

Paradise Found
[image loading]


SidianTheBard + Show Spoiler +

Korhal Carnage Knockout
[image loading]

Into The Wilds
[image loading]


OtherWorld + Show Spoiler +

Void of Humanity
[image loading]

Jungle Station
[image loading]


Ferisii + Show Spoiler +

Cactus Valley
[image loading]


IeZaeL + Show Spoiler +

Providence
[image loading]

No-name Map
[image loading]

No-name Map
[image loading]


ConCentrate405 + Show Spoiler +

Lost Cavern
[image loading]


Coppermantis + Show Spoiler +

Guardsmen
[image loading]


lorestarcraft + Show Spoiler +

Shrine of the Fallen
[image loading]
Dragon's Nest
[image loading]


IMTB + Show Spoiler +

Close combat
[image loading]


19Meavis93 + Show Spoiler +

Fallen empire
[image loading]

ancient vault
[image loading]


OtherWorld + Show Spoiler +

Void Of Humanity
[image loading]

Land Of Insanity
[image loading]


NewSunshine + Show Spoiler +

AEM Chimaera
[image loading]


AEM Nature Spirit

[image loading]


Namrufus + Show Spoiler +

(4) Return of Samus
[image loading]

(4) Arcadia
[image loading]


NDBSC2 + Show Spoiler +

Bermuda Circle
[image loading]


Uvantak + Show Spoiler +

KTV Foxtrot Labs
[image loading]

KTV Kamala Park
[image loading]


Timmay + Show Spoiler +

(3) Catallena
[image loading]


-NegativeZero- + Show Spoiler +

AEM Coriolis
[image loading]


Timetwister22 + Show Spoiler +

AEM Jungle Remedy
[image loading]

AEM Colonial Province
[image loading]


jkpyun6 + Show Spoiler +

Siberian Valley
[image loading]

Wasteland of Despair
[image loading]

Widow's Peak
[image loading]


Quidios + Show Spoiler +

(3) Shrouded Harbor
[image loading]

(3) Sashin Temple
[image loading]


Jessicasc2 + Show Spoiler +

Deadwing (1v1) [all spawns enabled]
[image loading]

Imperial Basin (1v1) [all spawns enabled]
[image loading]


eTcetRa + Show Spoiler +

AEM Samsara:
[image loading]

AEM Dominion Rose:
[image loading]


Samro225am + Show Spoiler +

Purifier
[image loading]



Good luck everyone! ^^!
@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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-04-19 20:03:18
April 19 2014 19:31 GMT
#275
On April 20 2014 03:49 Uvantak wrote:
POST ALL THE MAPS!
Show nested quote +

CoraBlue + Show Spoiler +

Triskelion
[image loading]


iamcaustic + Show Spoiler +

Galaxy Sol Crossing
&#91;image loading&#93;

Galaxy Boondock Wastes
&#91;image loading&#93;


AndG + Show Spoiler +

Cruzader
[image loading]


SidianTheBard + Show Spoiler +

Korhal Carnage Knockout
&#91;image loading&#93;

Into The Wilds
&#91;image loading&#93;


OtherWorld + Show Spoiler +

Void of Humanity
&#91;image loading&#93;

Jungle Station
&#91;image loading&#93;


Ferisii + Show Spoiler +

Cactus Valley
&#91;image loading&#93;


IeZaeL + Show Spoiler +

Providence
&#91;image loading&#93;

No-name Map
&#91;image loading&#93;

No-name Map
&#91;image loading&#93;


ConCentrate405 + Show Spoiler +

Lost Cavern
[image loading]


Coppermantis + Show Spoiler +

Guardsmen
&#91;image loading&#93;


lorestarcraft + Show Spoiler +

Shrine of the Fallen
[image loading]
Dragon's Nest
[image loading]


IMTB + Show Spoiler +

Close combat
[image loading]


19Meavis93 + Show Spoiler +

Fallen empire
[image loading]

ancient vault
[image loading]


OtherWorld + Show Spoiler +

Void Of Humanity
&#91;image loading&#93;

Land Of Insanity
&#91;image loading&#93;


NewSunshine + Show Spoiler +

AEM Chimaera
&#91;image loading&#93;


AEM Nature Spirit

&#91;image loading&#93;


Namrufus + Show Spoiler +

(4) Return of Samus
&#91;image loading&#93;

(4) Arcadia
&#91;image loading&#93;


NDBSC2 + Show Spoiler +

Bermuda Circle
[image loading]


Uvantak + Show Spoiler +

KTV Foxtrot Labs
&#91;image loading&#93;

KTV Kamala Park
&#91;image loading&#93;


Timmay + Show Spoiler +

(3) Catallena
&#91;image loading&#93;


-NegativeZero- + Show Spoiler +

AEM Coriolis
&#91;image loading&#93;


Timetwister22 + Show Spoiler +

AEM Jungle Remedy
&#91;image loading&#93;

AEM Colonial Province
&#91;image loading&#93;


jkpyun6 + Show Spoiler +

Siberian Valley
[image loading]

Wasteland of Despair
[image loading]

Widow's Peak
[image loading]


Quidios + Show Spoiler +

(3) Shrouded Harbor
&#91;image loading&#93;

(3) Sashin Temple
&#91;image loading&#93;


Jessicasc2 + Show Spoiler +

Deadwing (1v1) [all spawns enabled]
[image loading]

Imperial Basin (1v1) [all spawns enabled]
[image loading]


eTcetRa + Show Spoiler +

AEM Samsara:
&#91;image loading&#93;

AEM Dominion Rose:
&#91;image loading&#93;


Good luck everyone! ^^!

You're missing mine
Moderatorshe/her
TL+ Member
FreezingAcidRain
Profile Joined January 2013
Canada18 Posts
April 19 2014 19:37 GMT
#276
There's a few that are missing
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-04-19 20:31:32
April 19 2014 20:27 GMT
#277
TEAM MAPS, ENGAGE!

+ Show Spoiler [IeZaeL] +

Sacred Path v2
Sud vs North / Est vs Ovest
[image loading]

No-name Map
Sud vs North / Est vs Ovest
[image loading]


+ Show Spoiler [SidianTheBard] +

Korhal Carnage Knockout
1v1, 2v2, FFA
[image loading]

Koprulu Clash
4v4
[image loading]


+ Show Spoiler [wargirl] +

Lava Oasis 2v2 map
[image loading]


+ Show Spoiler [Namrufus] +

(2v2) Southbound Voyager
[image loading]

(2v2) Tyrador Battlements
[image loading]


+ Show Spoiler [Coppermantis] +

Charlotte's Reach
[image loading]


+ Show Spoiler [19Meavis93] +

Shakuras battleground (2v2)
[image loading]

tarantula(4v4)
[image loading]


+ Show Spoiler [FreezingAcidRain] +

River Battlements (2vs2)
[image loading]

Radiant Darkness (2vs2)
[image loading]


+ Show Spoiler [TheFish7] +

Bleeding Star
3v3
[image loading]


+ Show Spoiler [NewSunshine] +

2v2:
AEM Solar Flare
[image loading]

3v3:
AEM Lunar Curtain
[image loading]


+ Show Spoiler [Leveler] +

4v4
Ramparts
[image loading]


+ Show Spoiler [Phaenoman] +

Red Ruins [2v2]
[image loading]


+ Show Spoiler [TimeTwister22] +

AEM Emrel Coast
2v2
[image loading]


AEM Preservation
2v2
[image loading]



+ Show Spoiler [The_Templar] +

(8) 2v2 Korhal Traffic
[image loading]


+ Show Spoiler [JessicaSc2] +

High Hedge (2v2)
[image loading]

Battlefield (4v4)
[image loading]


Tell me if I missed any and I'll fix it.
This is it... the alpaca lips.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 19 2014 20:32 GMT
#278
On April 20 2014 04:31 The_Templar wrote:
Show nested quote +
On April 20 2014 03:49 Uvantak wrote:
POST ALL THE MAPS!

CoraBlue + Show Spoiler +

Triskelion
[image loading]


iamcaustic + Show Spoiler +

Galaxy Sol Crossing
[image loading]

Galaxy Boondock Wastes
[image loading]


AndG + Show Spoiler +

Cruzader
[image loading]


SidianTheBard + Show Spoiler +

Korhal Carnage Knockout
[image loading]

Into The Wilds
[image loading]


OtherWorld + Show Spoiler +

Void of Humanity
[image loading]

Jungle Station
[image loading]


Ferisii + Show Spoiler +

Cactus Valley
[image loading]


IeZaeL + Show Spoiler +

Providence
[image loading]

No-name Map
[image loading]

No-name Map
[image loading]


ConCentrate405 + Show Spoiler +

Lost Cavern
[image loading]


Coppermantis + Show Spoiler +

Guardsmen
[image loading]


lorestarcraft + Show Spoiler +

Shrine of the Fallen
[image loading]
Dragon's Nest
[image loading]


IMTB + Show Spoiler +

Close combat
[image loading]


19Meavis93 + Show Spoiler +

Fallen empire
[image loading]

ancient vault
[image loading]


OtherWorld + Show Spoiler +

Void Of Humanity
[image loading]

Land Of Insanity
[image loading]


NewSunshine + Show Spoiler +

AEM Chimaera
[image loading]


AEM Nature Spirit

[image loading]


Namrufus + Show Spoiler +

(4) Return of Samus
[image loading]

(4) Arcadia
[image loading]


NDBSC2 + Show Spoiler +

Bermuda Circle
[image loading]


Uvantak + Show Spoiler +

KTV Foxtrot Labs
[image loading]

KTV Kamala Park
[image loading]


Timmay + Show Spoiler +

(3) Catallena
[image loading]


-NegativeZero- + Show Spoiler +

AEM Coriolis
[image loading]


Timetwister22 + Show Spoiler +

AEM Jungle Remedy
[image loading]

AEM Colonial Province
[image loading]


jkpyun6 + Show Spoiler +

Siberian Valley
[image loading]

Wasteland of Despair
[image loading]

Widow's Peak
[image loading]


Quidios + Show Spoiler +

(3) Shrouded Harbor
[image loading]

(3) Sashin Temple
[image loading]


Jessicasc2 + Show Spoiler +

Deadwing (1v1) [all spawns enabled]
[image loading]

Imperial Basin (1v1) [all spawns enabled]
[image loading]


eTcetRa + Show Spoiler +

AEM Samsara:
[image loading]

AEM Dominion Rose:
[image loading]


Good luck everyone! ^^!

You're missing mine

Yeah, yours got lost in the mayhem of tabs that i had open while doing the post, sorry for that, fixed!
@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.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-04-20 07:07:19
April 19 2014 20:41 GMT
#279
Mine was Missed. Was Sent in earlier so it should be ok. Thx for fix/including!

Edit:thx
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-04-19 20:52:46
April 19 2014 20:48 GMT
#280
I never actually ended up submitting mine because I wasn't able to get them to a satisfactory state by the deadline, other things came up. Oh well, making them was fun.

I like Emrel Coast and Southbound Voyager. Look like they'd be fun to play on, even though I don't do many team games.
CoraBlue
Profile Joined April 2014
United States24 Posts
Last Edited: 2014-04-19 21:04:46
April 19 2014 21:03 GMT
#281
A couple in the custom maps forum threads too. Here's my other entry. Theres a thread on it here.

[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 19 2014 21:06 GMT
#282
On April 20 2014 05:48 Coppermantis wrote:
I never actually ended up submitting mine because I wasn't able to get them to a satisfactory state by the deadline, other things came up. Oh well, making them was fun.

I like Emrel Coast and Southbound Voyager. Look like they'd be fun to play on, even though I don't do many team games.

Same here, oh wells, make good maps for next time! I only had one layout I really liked for entry specifically for this TLMC with it's given restrictions, but I only perfected it with 2 days before the deadline. Make a pact with me -- we shall complete our maps and have them waiting in the armory for use in the next contest. Keep forging.

To mappers: remember it's not about winning, it's about making the game better.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 19 2014 21:30 GMT
#283
On April 20 2014 06:06 EatThePath wrote:
Show nested quote +
On April 20 2014 05:48 Coppermantis wrote:
I never actually ended up submitting mine because I wasn't able to get them to a satisfactory state by the deadline, other things came up. Oh well, making them was fun.

I like Emrel Coast and Southbound Voyager. Look like they'd be fun to play on, even though I don't do many team games.

Same here, oh wells, make good maps for next time! I only had one layout I really liked for entry specifically for this TLMC with it's given restrictions, but I only perfected it with 2 days before the deadline. Make a pact with me -- we shall complete our maps and have them waiting in the armory for use in the next contest. Keep forging.

To mappers: remember it's not about winning, it's about making the game better.

I can only make the game better if I win though ;_;
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 19 2014 21:31 GMT
#284
On April 20 2014 06:30 The_Templar wrote:
Show nested quote +
On April 20 2014 06:06 EatThePath wrote:
On April 20 2014 05:48 Coppermantis wrote:
I never actually ended up submitting mine because I wasn't able to get them to a satisfactory state by the deadline, other things came up. Oh well, making them was fun.

I like Emrel Coast and Southbound Voyager. Look like they'd be fun to play on, even though I don't do many team games.

Same here, oh wells, make good maps for next time! I only had one layout I really liked for entry specifically for this TLMC with it's given restrictions, but I only perfected it with 2 days before the deadline. Make a pact with me -- we shall complete our maps and have them waiting in the armory for use in the next contest. Keep forging.

To mappers: remember it's not about winning, it's about making the game better.

I can only make the game better if I win though ;_;

Give the judges the best possible pool of maps to choose from.
Comprehensive strategic intention: DNE
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
April 19 2014 22:31 GMT
#285
Namrufus your 2v2 maps are fucking sick! Holy crap man those are so awesome.

Go, go! Blizzard take all his maps .
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 20 2014 00:35 GMT
#286
On April 20 2014 07:31 Qwyn wrote:
Namrufus your 2v2 maps are fucking sick! Holy crap man those are so awesome.

Go, go! Blizzard take all his maps .


inb4 Blizzard uses no team maps again anyway~
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-04-20 00:55:33
April 20 2014 00:52 GMT
#287
On April 20 2014 09:35 Ragoo wrote:
Show nested quote +
On April 20 2014 07:31 Qwyn wrote:
Namrufus your 2v2 maps are fucking sick! Holy crap man those are so awesome.

Go, go! Blizzard take all his maps .


inb4 Blizzard uses no team maps again anyway~

ahem-
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Coppermantis
Profile Joined June 2012
United States845 Posts
April 20 2014 03:35 GMT
#288
On April 20 2014 06:06 EatThePath wrote:
Show nested quote +
On April 20 2014 05:48 Coppermantis wrote:
I never actually ended up submitting mine because I wasn't able to get them to a satisfactory state by the deadline, other things came up. Oh well, making them was fun.

I like Emrel Coast and Southbound Voyager. Look like they'd be fun to play on, even though I don't do many team games.

Same here, oh wells, make good maps for next time! I only had one layout I really liked for entry specifically for this TLMC with it's given restrictions, but I only perfected it with 2 days before the deadline. Make a pact with me -- we shall complete our maps and have them waiting in the armory for use in the next contest. Keep forging.

To mappers: remember it's not about winning, it's about making the game better.

Quite. It is good that TLMCs are becoming more regular, more chances!
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
April 20 2014 03:50 GMT
#289
On April 19 2014 18:22 eTcetRa wrote:
Show nested quote +
On April 19 2014 17:14 Samro225am wrote:

(1v1) Purifier
[image loading]


Are those nexus supposed to be there?

lol I first thought it's some BW Xel'Naga temples
tomastaz
Profile Joined January 2013
United States976 Posts
April 20 2014 03:55 GMT
#290
Amazing maps!
No church in the wild --- @tzhang0126
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
April 20 2014 04:29 GMT
#291
Hrmm, guess I missed the submission date. I look forward to seeing great maps here.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 20 2014 05:07 GMT
#292
There are a lot of good 2v2 maps posted!!

For 1v1 it is hard to pick... but I like Purifier, Catellana, Shrine of the Fallen, Providence, and Boondock wastes. I think the judges have a tough job this time.
~ ~ <°)))><~ ~ ~
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
April 20 2014 05:17 GMT
#293
Awww fuck.

Plexa, please, please, PRETTY PLEASE add bowman's maps into your pool. They're usually amazing!

So many good maps here I look forward to it. I haven't even glanced at half of them, so I'm sure the winning maps are going to be a great surprise!
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
And G
Profile Joined May 2012
Germany491 Posts
April 20 2014 07:39 GMT
#294
AndG + Show Spoiler +

Cruzader
[image loading]


Nice overlay.

Also, I had posted a second map here. The name is Paradise Found.
not a community mapmaker
Norx81
Profile Joined October 2013
Germany5 Posts
April 20 2014 08:32 GMT
#295
Great job again guys You threw out some great maps! Can't wait to play them :D
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 20 2014 16:06 GMT
#296
Thank you to everyone who submitted. We had over 90 entries in the contest and quite a number of fresh faces entering!

We are aiming to have the finalists announced and voting begin on the 29th of April. Voting will conclude on the 4th of May.
Administrator~ Spirit will set you free ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 20 2014 16:12 GMT
#297
On April 20 2014 16:39 And G wrote:
Show nested quote +
AndG + Show Spoiler +

Cruzader
[image loading]


Nice overlay.

Also, I had posted a second map here. The name is Paradise Found.

Oh my~ Senpai noticed me :3

Also, oh man i missed so many maps -.-;
@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.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
April 20 2014 17:33 GMT
#298
Baww. Oh well, neobowman, better luck next time. I look forward to seeing and voting on all the wonderful maps!
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
April 20 2014 18:01 GMT
#299
On April 21 2014 01:06 Plexa wrote:
Thank you to everyone who submitted. We had over 90 entries in the contest and quite a number of fresh faces entering!

We are aiming to have the finalists announced and voting begin on the 29th of April. Voting will conclude on the 4th of May.

Awesome! Can't wait to see the results!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 21 2014 12:24 GMT
#300
My personal top maps (obviously only ones that are posted here):

1. Coriolis by NegativeZero
+ Show Spoiler +

[image loading]


Very simple with very clean aesthetics. Yet the idea of the far gold third on a 12 base 4p roational and the nat split are very intriguing.

2. Return of Samus by Namrufus
+ Show Spoiler +

[image loading]


Again really simple altho it doesn't look as visually nice from the overview. The way natural and third are set up however is so unique! Also noteworthy that this is the absolute rare case for a 3p/4p map where taking other starting positions doesn't feel like you take 2 free bases (natural and main) at once.


3. Purifier by Samro225am

+ Show Spoiler +

[image loading]


Certainly much more complex but the distribution of open areas and chokes, the many different pathways and the mix of rotational and mirrored symmetry makes for a whole lot of possibilities on this one. Also the aesthetics by Samro are stunning as usual.


4. Colonial Province by Timetwister

+ Show Spoiler +
[image loading]


This one probably takes the old standard of a turtly 4p mirrored and just makes it a little harder to defend all around which is great. 3 bases could still be static but overall the concept of the backdoor nat to allow all spawns won me over. Good to see someone reused Korhal Compound aesthetis as well.

5. Arcadia by Namrufus

+ Show Spoiler +
[image loading]


With the nat/third mineral line facing inwards right against the cliff defending three bases will be quite unqiue on this map. The island bases fit right in. In horizontal spawns there could defintiely be the scenario where you even skip that closest base and go for the island or the other starting position as a third instead. Overall just many map specific possibilities and strategies while keeping the overall layout very simple, which is great.

6. Shrine of the Fallen by lorestarcraft

+ Show Spoiler +

[image loading]


Good 12 base 4p rotational. It has good aggressive potential early on, it has decently hard to take bases overall and it has some unqiue features but the terrain is quite simple really. I like it.

7. Hunting Grounds by lefix

+ Show Spoiler +
[image loading]


This one already not made finalists in another TLMC but I still think it's great. Defending three bases should be roughly equal from every position but the real cool thing are those middle bases (altho Frost certainly did sth very similar later). It's a solid little map imo.

Honorable mentions are IeZael's maps. If you can actually take your third on these they are quite good. Also Nature Spirit by NewSunshine, Foxtrot Labs by Uvantak, Jungle Remedy by Timetwister and etcetra's maps which all make a good effort but are not in my personal top7.

Btw my top7 is definitely too green.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Big J
Profile Joined March 2011
Austria16289 Posts
April 21 2014 14:53 GMT
#301
Lot's of great blink maps in that contest. As it has always been in all mappools.

Surely, blink has never been a problem, it was the maps that were just as standard as always that made the problems.
Kinshini
Profile Joined January 2010
United States26 Posts
April 22 2014 01:39 GMT
#302
My entry: (4) Elevation Burrow Image link

Thread: http://www.teamliquid.net/forum/sc2-maps/448750-4-elevation-burrow
Melee Map-Maker Since 2008
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 22 2014 01:52 GMT
#303
As usual I completely disagree with Ragoo

My top 10 1v1 maps:

KTV Foxtrot Labs
AEM Colonial Province
Into The Wilds
AEM Samsara
AEM Nature Spirit
KTV Kamala Park
Purifier
Cactus Valley
Moon Lab

Also, never heard of AEM.

Top 5 team maps:

Korhal Carnage Knockout
Sacred Path
AEM Solar Flare
Koprulu Clash
Korhal Traffic

I have no shame in putting my maps on these lists, of course that's part of the reason why people like me aren't judging
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 22 2014 08:49 GMT
#304
ragoo I will never understand some of your map likes.

but that's okay.
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 22 2014 12:12 GMT
#305
If you could be more specific I couldt provide a good answer.

In general I guess I prefer maps with very few drastic new ideas and then the simplest execution with clean aesthetics. Barely do I like maps which get overly complicated and are lost in an abundance of features with aesthetics that are too complicated and not helpful to easily see what is going on.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 22 2014 21:26 GMT
#306
On April 22 2014 21:12 Ragoo wrote:
If you could be more specific I couldt provide a good answer.

In general I guess I prefer maps with very few drastic new ideas and then the simplest execution with clean aesthetics. Barely do I like maps which get overly complicated and are lost in an abundance of features with aesthetics that are too complicated and not helpful to easily see what is going on.

I agree with you there, strong simple design is hard to come by. I guess we just have different dealbreakers such as 3rd base or close spawn viability that rule out maps for me that otherwise look good.

But don't ever change. :D
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 23 2014 06:54 GMT
#307
On April 22 2014 21:12 Ragoo wrote:
In general I guess I prefer maps with very few drastic new ideas

I'm too revolutionary for Ragoo.
Twitter: @iamcaustic
Semmo
Profile Joined June 2011
Korea (South)627 Posts
April 27 2014 19:41 GMT
#308
Really like Return of Samus by Namf and Coriolis by Negative. Hope they make it! 12 base 4p maps for the win!!
Mapmaker of Frost, Fruitland and Bridgehead
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 29 2014 22:11 GMT
#309
Hype for the finalists!
SC2 Mapmaker
Iceblaze
Profile Joined April 2014
Belarus2 Posts
May 08 2014 11:22 GMT
#310
So, when can we see results?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 08 2014 11:44 GMT
#311
It's literally on the front page of this site: http://www.teamliquid.net/forum/starcraft-2/449858-tlmc4-results
Administrator~ Spirit will set you free ~
Iceblaze
Profile Joined April 2014
Belarus2 Posts
May 08 2014 11:58 GMT
#312
Thanks
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