“Bird’s Eye” or isometric screenshot (720p+ preferred)
Anyone know what "Link to the online version of the map" means? Is it possible to get a URL for a published map or something?
Asked around for that as well, and from I can understand, it's the map link to the ingame version. You can look up the map link by checking the map out ingame and check options on it.
An example would be this: battlenet://starcraft/map/2/178976, which leads to my Para Bellum map. NOTE! The link is different on every realm, if you have it uploaded there. Above link is the EU version of my map.
Speaking of which... Seeing as SidianTheBard already has revealed his cards, I might as well reveal my single one.
Map name: Para Bellum
Short bio: 'Para Bellum' is a 2-player map set on an "innocent" looking farmland, where players, if not careful enough, will see their armies squashed if not played right. The middle zone of the map contains straight-forward pathways to the opponents base, but due to their width size can be a treacherous chokey trap aswell. With the help of rocktowers located at these pathways, players can change the layout of the "maze" to their preference.
Oh yeah, nearly forgot the most important feature of the map. Puppies!
When viewing this in the preview, I though there would be an easy access to gold base by destroying rocks that lead to natural. Having this base would mean huge economic income, but really risky since you would basically have 3 openings to your base to defend. But then I zoomed in and saw they are actually separated in their entirety.
On February 06 2016 00:50 DeltaCadimus wrote: This is what I submitted this morning (Brazil time). There's even a thread I just created here to showcase it.
Out of curiousity, what do they mean by this: "In the coming days, we’ll also have a guide of best practices you can utilize..."? This whole thing feels a little rushed, but in the end I'm just really glad Blizzard is doing this, to engage with the mapmakers out there.
I think it refers to this section from the latest community feedback update
Map Diversity Going Forward We wanted to talk to those of you out there who are or will be participating in the map contest going forward.
Obviously, map diversity is something we must push for the game, because we’ve seen in the past that when all 7 maps in the pool were basically the same, we were only seeing 1 timing/strategy/build order per matchup and the game became stale really quickly.
The main thing we wanted to discuss on this front was the idea of perhaps identifying some archetypes of maps that should always be represented in the map pool. For example, say the rule was something like this: 1 macro map, 1 rush map, 1 high yield minerals exploration map, 1 completely new type of map, etc. This way, there are better guidelines and a bit better set expectation on the map pool as a whole for players, but we would be able to avoid the situation of having only 1 same type of map. Obviously, we’re not there yet because we don’t have 7 solid archetypes of maps to go by. Still, we believe one of our main goals for this year’s map creation could be to focus not only on creating unique and cool maps, but also to focus on locating solid, long-term map archetypes. The reason is that some map ideas only work for 1 season and then their cool factor wears off, and some map ideas will be ideas that can be explored for a long time in different ways.
Therefore, when you create maps for submission, please keep this in mind. If you come up with a new idea altogether, it doesn’t need to be perfectly executed. Alternatively, you could take an existing idea but re-use it in a better or cooler way. For example, if you like the idea of Ulrena but would like to submit an even better map of that type, it is definitely an option to just replace Ulrena with that new map without impacting the overall map diversity of the map pool.
These are just only our initial thoughts about how we could take this archetype concept, and we’re extremely eager to hear your thoughts. We’d love to see the diversity of map-types grow in a big way, so let us know what you think.
Ah, makes sense. For some reason I thought they were going to do some tutorial style guide on mapmaking, which I was quite excited about, since as I am a newer mapmaker, I do believe there is a lot of unused potential for me in the SC2 Editor... Oh well.
On February 09 2016 19:14 fluidrone wrote: Really low showcasing count + Show Spoiler +
---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- // Shakuras Slaughter by SidianTheBard
Korhal Killzone by SidianTheBard
Paradisia by SidianTheBard
Korhal Carnage Knockout by SidianTheBard ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Para Bellum by Ferisii ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- The Dragon Awakes/Leang by Meavis
Ulysses by Meavis
Dahlgur Oasis by Meavis
Red Rumbler by Meavis
Dune Trenches (2v2) by Meavis ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Brazil Time by DeltaCadimus ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Hell And Paradise by Xenotolerance
Korhal Pale Ivy by Xenotolerance
Cassiopeia by Xenotolerance
Morningside by Xenotolerance ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- thank you to all peeps with corones who showcased what they sent # saving esports <3 Thank avex we have filler content!
Features: Gold natural + possible gold third in center area (Added the natural gold because it wasn't Creative™ enough). Positional, medium-large size map otherwise.
(2) Illusions
Features: Potential gold third in the center has one very small path into it from the natural. If you don't take the gold, each base takes you closer to your opponent.
(2) Stairway to Oblivion
Features: Creep tumor on a possible third base. Center high ground is unbuildable.
(2) Black Ice
Features: There are large double islands in the corners that border the third and possible fourth base mineral lines. Rocks temporarily prevent normal ranged units from hitting the third base mineral line from the island.
(2) Vaunted Lab
Features: Lots of rocks. There is a potentially dangerous ridge above the alternate third base.
Got busier than expected so ended up just tweaking up another map I made waaay back in 2014. Changed up a few things as well, added a new base, not that happy with how the overview looks texture wise but I think it looks alright in game.
Tal'Darim Skylands Small backdoor with a gold mineral wall so might be "easy" to turtle but will have to worry about harass. Ledge above outside natural, 360 degrees of air space around your main. Fun times!
Do you guys (The_Templar and SidianTheBard) want to hear feedback/oppinions about your maps? Or is the deadline so close that you might as well not want to hear them, because there is no way they are gonna change now?
On February 10 2016 00:51 Salteador Neo wrote: Do you guys (The_Templar and SidianTheBard) want to hear feedback/oppinions about your maps? Or is the deadline so close that you might as well not want to hear them, because there is no way they are gonna change now?
Actually, I'm probably going to switch out one of my maps, and I'm pretty interested in feedback.
On February 10 2016 00:51 Salteador Neo wrote: Do you guys (The_Templar and SidianTheBard) want to hear feedback/oppinions about your maps? Or is the deadline so close that you might as well not want to hear them, because there is no way they are gonna change now?
Feel free if you'd like, I always appreciate feedback. =) Can post here or just PM me, either way!