Team Liquid Map Contest 11 - Page 2
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Thanks to ZigguratOfUr, you can see all the submissions that have been sent in up until now. http://www.teamliquid.net/forum/starcraft-2/534744-team-liquid-map-contest-11?page=4#61 | ||
TheRealNanMan
United States1471 Posts
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stevemachine17
45 Posts
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algue
France1436 Posts
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InfCereal
Canada1756 Posts
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fluidrone
France1478 Posts
On June 26 2018 05:17 Avexyli wrote: There is a public mapping discord I run for those interested in discussing and looking for feedback for their work. https://discord.gg/X2DUHQA mapmaking hype On June 27 2018 00:13 InfCereal wrote: I wonder what we're going to call scrap station this time crap .. nevermind... | ||
MapMaker
China2 Posts
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fluidrone
France1478 Posts
the "rules" say no custom textures" bou hou hou (i can see how that would help but ..i amquite chagrined by the whole thing) Also? May i ask here (mmm i mean "lobby for" i guess) if mineral blocks are allowed..? If they are, can this "blocker" be made with a very low mineral count (so as to make this a solely a wall requiring multitasking skill)? | ||
Superouman
France2195 Posts
[SO] The Anchor - Standard + Show Spoiler + 142x142 : 20164 area Description: This is a modern take on Cloud Kingdom and turned into a map with diagonal axis symmetry which makes it completely different from its predecessor. The gold bases in the middle are easy to reach but hard to defend from the cliff behind it. Longer paths still lead to better offensive positions. Why the map fits the category you selected: While the map is on the large size of standard maps, the diagonal axis symmetry makes it so the players will always expand closer to the opponent. Both players will never be far away from each other. List and describe any distinctive features of the map: The anchor pattern that takes the entire map Main to Main distance: 43s Top of main ramp to top of main ramp distance: 36s Natural to Natural distance: 33s [SO] Hephaistos - Macro + Show Spoiler + 138x148 : 20424 area Description: This map uses the bridge choke feature to its fullest. All the bridges are unbuildable and can be blocked like a regular ramp. The double bridges encourage players to micro more their armies to go through both bridges at the same time. As usual, longer paths give better attack angles. Expanding horizontally and vertically are both viable depending on how aggressive your game plan is. Why the map fits the category you selected: The long distance between the two naturals and the defensive power of bridges make the map more macro oriented. List and describe any distinctive features of the map: Widespread use of bridges and doubles bridges which makes optimal attacking through these chokes more micro intensive. Main to Main distance: 45s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 35s [SO] Untainted Paradise - Macro + Show Spoiler + 160x140: 22400 area Description: This map features a tight but very long rift that goes all around the map. While being tight, armies in the rift are prone to ambushes from the high ground. There are multiple ramps on the rift that make it temporarily wider. To compensate the tightness of the rift, there are two very wide paths that spiral on the map. Expanding vertically and horizontally are both viable and give different strengths and weaknesses. The gold bases are not easy to take and not easy to hold either. As usual, longer paths lead to better attack angles. Why the map fits the category you selected: Long main to main distance. Reasonable natural to natural distance Easy to expand away from the opponent. Multiple small chokes on the shortest paths. High amount of bases. List and describe any distinctive features of the map: The rift that goes all around the map. For a travelling army, it offers defense from straightforward attacks but quite vulnerable from ambushes from the high ground. Main to Main distance: 46s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 33s [SO] Accordion - Challenge #1 + Show Spoiler + 152 x 132: 20064 area Category: Challenge #1 Description: This map uses the newly invented Accordion Choke™©®. This new choke is probably the most extreme choke ever created and has multiple properties. It creates a distortion of ground distances while keeping air distances untouched. This makes air units more powerful on maps using this choke. To balance this out, safe air space and visibility blockers are limited as much as possible. An other property of the Accordion Choke™©® is that ranged units can stay inside the choke and be protected very well from melee attacks at the cost of limited movement and attacking surface area against other ranged units. To compensate that, there are wide open areas on each side of every choke. Why the map fits the category you selected: The naturals are close by air (15s with an Oracle) while not being too far away by ground to allow aggression but very easily defended on the shortest path. The Accordion Chokes™©® are distorting ground distances and thus make air distances closer in comparison. List and describe any distinctive features of the map: The use of the Accordion Choke™©® Main to Main distance: 42s Top of main ramp to top of main ramp distance: 37s Natural to Natural ground distance: 30s Additional info: Natural to Natural air distance (With an Oracle): 14s Natural to Natural ground distance with blocked natural’s Accordion Chokes™©®: 34s Natural to Natural ground distance if there weren’t the Accordion Chokes™©®: 20s Two additional maps will come later in the challenge #2 and an other undecided category. | ||
Ej_
47656 Posts
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ZigguratOfUr
Iraq16955 Posts
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Superouman
France2195 Posts
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Avexyli
United States688 Posts
On June 28 2018 06:30 Ej_ wrote: I really like Anchor. Me too, flavor is quite strong. I wonder how it'd fair with the RMTs too. | ||
Koivusto
Finland542 Posts
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fluidrone
France1478 Posts
i want to put the mineral wall nodes count at 9 .. right now they are at default value... Would that change disqualify my map ..? | ||
Trozz
Canada3451 Posts
Please make a three player map. Seems they've gone extinct... | ||
Kitai
United States862 Posts
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fluidrone
France1478 Posts
On June 30 2018 01:49 Kitai wrote: Hooray for another TLMC! Just out of curiosity, what prompts the timing for the map contests? Is it a set schedule, does Blizzard ask for more maps, or is it something else? Most well guarded info on tl You could say the timing of blizz hard needing new ones to make a "new season" would matter!? and you could be right | ||
Avexyli
United States688 Posts
Standard: Year Zero and Valkyrie Macro: Babylon and Sakura Challenge #1: Reprise I have a challenge #2 in the works, but it's definitely not ready, up to par, nor am I even sure if it's worthy of being submitted. | ||
TheFish7
United States2824 Posts
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Marras
Finland63 Posts
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