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Teamliquid Map Contest 9 - Page 4

Forum Index > SC2 General
229 CommentsPost a Reply
Prev 1 2 3 4 5 6 10 11 12 Next All
Known Entries
Ej_
Profile Blog Joined January 2013
47656 Posts
August 25 2017 15:37 GMT
#61
On August 26 2017 00:30 Caerwyn wrote:
I'm a noob mapmaker, and first time TLMC participant, but I thought there's no reason not to be here xD.
My submission- Bone Stronghold:

[image loading]


Hope you like it and goodluck to everyone :D

You didn't link the image properly. Do this instead:

[img]http://i.imgur.com/eqfTuMq.png[/img]

The map looks nice
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Caerwyn
Profile Joined February 2017
23 Posts
August 25 2017 15:39 GMT
#62
Do images usually take such a long time to load btw? First time I posted a picture here as well xD Maybe my internet is a bit rip.
Caerwyn
Profile Joined February 2017
23 Posts
August 25 2017 15:39 GMT
#63
ahhh I see, thanks :D
LykosAldefos
Profile Joined August 2017
8 Posts
Last Edited: 2017-08-25 17:48:30
August 25 2017 17:41 GMT
#64
This is my first time participating in a TLMC, and this is submission for the New Category, hope you guys like it! :

Abandoned Reactor
[image loading]
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2017-08-26 03:15:26
August 26 2017 03:13 GMT
#65


My submissions for TLMC9. Wishing best of luck to all participants. I am not submitting these maps yet as I'm still doing tweaks to them but I figured I would showcase my work to let others see and to hopefully spark some interesting ideas for other mappers. All feedback is welcomed! =)

______________________________


Battle on the Boardwalk
Rush

Nothing like a pleasant stroll on the boardwalk to calm you down. Play hard, rush harder.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


______________________________

Blackwood Timbers
Standard

Death awaits those who take the woods for granted. Flank well, control vision, outplay your opponent or become another lost soul wandering for eternity in Blackwood Timbers.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


______________________________

Habitation Station 2
Standard

Attack of the Gangnam. Offensive gold bases, choked ramps and the same old severed ultralisk. It's baaaaaaaaack!

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


______________________________

2fort Tetr0n
New

We TF2 now boys! Eight Healing Shrine, Five Base, Four Watchtower, 2Fort, One Victor.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


______________________________

As always, any feedback is appreciated. Best of luck to all TLMC #9 participants and may the best map win! =)

Thank you,
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.
Youngrustler
Profile Joined February 2016
United States70 Posts
August 26 2017 03:55 GMT
#66
As far as I am concerned we have a winner and that is "2fort Tetr0n" so CREATIVE. On a serious note I like the other maps and always love seeing these "creative" maps this is why I enjoy mapping seeing how others show their creativity.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 26 2017 04:04 GMT
#67
Well... that is new.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ej_
Profile Blog Joined January 2013
47656 Posts
August 26 2017 11:25 GMT
#68
On August 26 2017 02:41 LykosAldefos wrote:
This is my first time participating in a TLMC, and this is submission for the New Category, hope you guys like it! :

Abandoned Reactor
[image loading]

I don't understand why you decided to use non-standard mineral line in every base. The map layout is also very confusing. Especially with a dark lighting.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
LykosAldefos
Profile Joined August 2017
8 Posts
Last Edited: 2017-08-26 15:28:53
August 26 2017 15:05 GMT
#69

I don't understand why you decided to use non-standard mineral line in every base. The map layout is also very confusing. Especially with a dark lighting.


I don't really know what you mean by non-standard mineral line? 0.0 Why is it non-standard? XP

Well I used the Twilight Space Platform though... The maps preview image just comes out like usual Space Platforms..

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[[image loading]


Unless you already knew... then I guess my map didn't work too well... XD
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
Last Edited: 2017-08-26 15:13:47
August 26 2017 15:12 GMT
#70
I appreciate if a map has a lot of art in it, but for me, a player, the layout is the most important part of a map, so please mapmakers, don't prioritize the art over the actual layout and gameplay of the map.

A lot of lotv maps looked really fancy and artistic, but the gameplay was so terrible sometimes, that i had to veto it after a few games.

I wish we could get more basic standard maps like for example Coda.

Less is often more.
LykosAldefos
Profile Joined August 2017
8 Posts
August 26 2017 15:12 GMT
#71
On August 26 2017 20:25 Ej_ wrote:
Show nested quote +
On August 26 2017 02:41 LykosAldefos wrote:
This is my first time participating in a TLMC, and this is submission for the New Category, hope you guys like it! :

Abandoned Reactor
[image loading]

I don't understand why you decided to use non-standard mineral line in every base. The map layout is also very confusing. Especially with a dark lighting.


On November 12 2012 04:21 Monochromatic wrote:
This is something I was thinking of doing for a while, but I've put it off until today. I want to catalog every mineral placement as a resource for mapmakers to use. This is mainly for newer mapmakers, but it is still helpful if you are wondering how to make certain base layouts. (IE: Atlantis Spaceship's 3 gas base) If you feel I am missing any important ones or ones that you want to see, please tell me which ones I should add.

They are split into standard, which are normal bases used on multiple maps, and special, which are bases used on only one map.

Without further ado:

Standard: + Show Spoiler +
[image loading]

Gas:
[image loading]

Made by Uvantak


+ Show Spoiler [Old] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Special:
+ Show Spoiler +
[image loading]


Made by Uvantak


Atlantis Spaceship: (I might of messed up the one side, Included LOS blockers.)
+ Show Spoiler +
[image loading]

Shattered Temple:
+ Show Spoiler +
[image loading]



Again, if I messed any up, or if you want to see any specific ones, please ask.


Ohh! Is this it!? Thanks for mentioning it! ~_~
Although I've already sended my submission... Is it too late to change?
LykosAldefos
Profile Joined August 2017
8 Posts
August 26 2017 15:17 GMT
#72
On August 27 2017 00:12 Siegetank_Dieter1 wrote:
I appreciate if a map has a lot of art in it, but for me, a player, the layout is the most important part of a map, so please mapmakers, don't prioritize the art over the actual layout and gameplay of the map.


Sorry ~_~, and understood, I'll try making my maps layouts more standard... Thanks for mentioning it! :<
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
Last Edited: 2017-08-26 17:17:39
August 26 2017 15:41 GMT
#73
On August 27 2017 00:17 LykosAldefos wrote:
Show nested quote +
On August 27 2017 00:12 Siegetank_Dieter1 wrote:
I appreciate if a map has a lot of art in it, but for me, a player, the layout is the most important part of a map, so please mapmakers, don't prioritize the art over the actual layout and gameplay of the map.


Sorry ~_~, and understood, I'll try making my maps layouts more standard... Thanks for mentioning it! :<


Hey man, my post wasn't related to your maps :D i didn't even see your maps and i haven't played them.

I was just generally speaking, because thats just a feeling of me that maps get more and more gimmicky with each season and somehow maps like bloodboil and dasan station keep getting into mappools, which extremely annoys me as an active ladder player.

It feels like a lot of mapmakers focus more on making an art statement instead of a well designed, competetive map.

Fancy maps usually promote all in or cheese strategies and once the best BO got figured out, the map becomes very stale in gameplay.

More gimmicky maps just lead to less diversity and sometimes they are so bad, that most people just veto them right away.

Standard maps always have their own unique features too, even though they are considered to be "standard". Those little details like for example a slightly exposed 3rd or pocket expansions etc. Already affect the strategy choice a lot and create interesting strategic diversity without forcing players into specific playstyles.

The perfect mappool in my opinion is simply a mix of 2, 3 and 4 player standard maps. Which feature different factors like for example 3 lane layouts, straight lined rush distance to promote timings more, pocket expansions, no rocks, no gold bases, risky gold bases, different watchtower positions, different mirrors (for example frost mirror creates different gameplay depending on spawn position, maps like cactus valley can favor dropplay for one player over another because of rotational mirror etc.)...

There are countless details that affect how a map gets played, while it still is considered to be a standard map.

I'm sick of maps with stupid gimmicks just for the sake of it. If a gold base doesn't really increase the gameplay quality of the map, then just don't add one.

A map also doesn't need thousand rocks in order to have interesting gameplay etc....

As i said, less is usually more. Small details often encourage players enough to chose one strategy over another, while not being too restricting in terms of strategy freedom.

A good map should be balanced for every matchup and allow strategic freedom.

Coda for example is a very standard map and clearly encourages macro play because of the high ground natural, high ground and easy to wall 3rd etc. but in the end you can still play whatever you want basically.

That's what makes a map great imo

*Content slightly edited, sorry for bad english ;D
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
August 26 2017 15:46 GMT
#74
TF2 does look amazing.
LykosAldefos
Profile Joined August 2017
8 Posts
August 26 2017 16:07 GMT
#75
On August 27 2017 00:41 Siegetank_Dieter1 wrote:
Show nested quote +
On August 27 2017 00:17 LykosAldefos wrote:
On August 27 2017 00:12 Siegetank_Dieter1 wrote:
I appreciate if a map has a lot of art in it, but for me, a player, the layout is the most important part of a map, so please mapmakers, don't prioritize the art over the actual layout and gameplay of the map.


Sorry ~_~, and understood, I'll try making my maps layouts more standard... Thanks for mentioning it! :<


Hey man, my post wasn't related to your maps :D i didn't even see your maps and i haven't played them.

I was just generally speaking, because thats just a feeling of me that maps get more and more gimmicky with each season and somehow maps like bloodboil and dasan station keep getting into mappools, which extremely annoys me as an active ladder player.

Fancy maps usually promote all in or cheese strategies and once the best BO got figured out, the map becomes very stale in gameplay.

More gimmicky maps just lead to less diversity and sometimes they are so bad, that most people just veto them right away.

Standard maps alwaays have their own unique features, even though they are "standard". Those little details like for example an exposed 3rd or pocket expansions etc. Already affect the strategy choice a lot and create interesting strategic diversity without forcing players into specific playstyles.

The perfect mappool in my opinion is simply a mix of 2, 3 and 4 player standard maps. Which feature different factors like for example 3 lane layouts, straight lined rush distance to promote timings more, pocket expansions, no rocks, no gold bases, risky gold bases, different watchtower positions, different mirrors (for example frost mirror creates different gameplay depending on spawn position, maps like cactus valley can favor dropplay for one player over another because of rotational mirror etc.)...

There are countless details that affect how a map gets played, while it still is considered to be a standard map.

I'm sick of maps with stupid gimmicks just for the sake of it. If a gold base doesn't really increase the gameplay quality of the map, then just don't add one.

A map also doesn't need thousand rocks in order to have interesting gameplay etc....

As i said, less is usually more. Small details often create enough diversity for players to chose one strategy over another, while not being too restricting in terms of strategy.

A good map should be balanced for every matchup and allow as many strategies as possible. Then you will see strategic diversity.


Haha, well tbh, so far, I think the maps I've made are all pretty much non-standard and are pretty gimmicky, so it's really nice to receive feedback for those kinds of maps from a player. XD

On another note, the things you've mentioned with the map references are really something to think about.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
August 26 2017 16:17 GMT
#76
That's not how I remember 2fort looking.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
LykosAldefos
Profile Joined August 2017
8 Posts
August 27 2017 17:01 GMT
#77
On August 26 2017 20:25 Ej_ wrote:
Show nested quote +
On August 26 2017 02:41 LykosAldefos wrote:
This is my first time participating in a TLMC, and this is submission for the New Category, hope you guys like it! :

Abandoned Reactor
[image loading]

I don't understand why you decided to use non-standard mineral line in every base. The map layout is also very confusing. Especially with a dark lighting.


I've changed all the regular mineral line in every base to the standard format! :D
Again, thanks for mentioning it... ~_~

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
LykosAldefos
Profile Joined August 2017
8 Posts
Last Edited: 2017-08-27 17:34:18
August 27 2017 17:16 GMT
#78
On August 27 2017 00:41 Siegetank_Dieter1 wrote:
Show nested quote +
On August 27 2017 00:17 LykosAldefos wrote:
On August 27 2017 00:12 Siegetank_Dieter1 wrote:
I appreciate if a map has a lot of art in it, but for me, a player, the layout is the most important part of a map, so please mapmakers, don't prioritize the art over the actual layout and gameplay of the map.


Sorry ~_~, and understood, I'll try making my maps layouts more standard... Thanks for mentioning it! :<


Hey man, my post wasn't related to your maps :D i didn't even see your maps and i haven't played them.

I was just generally speaking, because thats just a feeling of me that maps get more and more gimmicky with each season and somehow maps like bloodboil and dasan station keep getting into mappools, which extremely annoys me as an active ladder player.

It feels like a lot of mapmakers focus more on making an art statement instead of a well designed, competetive map.

Fancy maps usually promote all in or cheese strategies and once the best BO got figured out, the map becomes very stale in gameplay.

More gimmicky maps just lead to less diversity and sometimes they are so bad, that most people just veto them right away.

Standard maps always have their own unique features too, even though they are considered to be "standard". Those little details like for example a slightly exposed 3rd or pocket expansions etc. Already affect the strategy choice a lot and create interesting strategic diversity without forcing players into specific playstyles.

The perfect mappool in my opinion is simply a mix of 2, 3 and 4 player standard maps. Which feature different factors like for example 3 lane layouts, straight lined rush distance to promote timings more, pocket expansions, no rocks, no gold bases, risky gold bases, different watchtower positions, different mirrors (for example frost mirror creates different gameplay depending on spawn position, maps like cactus valley can favor dropplay for one player over another because of rotational mirror etc.)...

There are countless details that affect how a map gets played, while it still is considered to be a standard map.

I'm sick of maps with stupid gimmicks just for the sake of it. If a gold base doesn't really increase the gameplay quality of the map, then just don't add one.

A map also doesn't need thousand rocks in order to have interesting gameplay etc....

As i said, less is usually more. Small details often encourage players enough to chose one strategy over another, while not being too restricting in terms of strategy freedom.

A good map should be balanced for every matchup and allow strategic freedom.

Coda for example is a very standard map and clearly encourages macro play because of the high ground natural, high ground and easy to wall 3rd etc. but in the end you can still play whatever you want basically.

That's what makes a map great imo

*Content slightly edited, sorry for bad english ;D


Thanks for your insight! :D
It has helped me to gain some understanding on making a standard map. I say some, because I don't think I'm quite there yet... XP

Well this is a first attempt to a standard map and my second submission. XD

Snowpeak's Cavern
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
Youngrustler
Profile Joined February 2016
United States70 Posts
August 28 2017 09:14 GMT
#79
My submissions for this TLMC:

1 map for the Standard category:
+ Show Spoiler +


Port Aleksander

[image loading]


2 maps for the Macro category.
+ Show Spoiler +


Defender's Resort

[image loading]

Norad Refinery

[image loading]


1 map for Rush category:
+ Show Spoiler +


Aruarian

[image loading]


Good luck to everyone who is submitting, as always looking forward to feedback on the maps themselves!
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
Ej_
Profile Blog Joined January 2013
47656 Posts
August 28 2017 09:41 GMT
#80
On August 28 2017 18:14 Youngrustler wrote:
My submissions for this TLMC:

1 map for the Standard category:
+ Show Spoiler +


Port Aleksander

[image loading]


2 maps for the Macro category.
+ Show Spoiler +


Defender's Resort

[image loading]

Norad Refinery

[image loading]


1 map for Rush category:
+ Show Spoiler +


Aruarian

[image loading]


Good luck to everyone who is submitting, as always looking forward to feedback on the maps themselves!

I love all of these :o
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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