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Team Liquid Map Contest 11 - Page 2

Forum Index > SC2 General
166 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
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
Profile Blog Joined November 2010
United States1471 Posts
June 25 2018 23:59 GMT
#21
This is always my favorite event hosted by TL. I can't wait to see what cool maps the map makers create and what cool strats the players think up!
Sc2 Caster | Host of Sc2 Up & Coming | The Godfather of Team LXG | Sc2 Historian | Youtube.com/NanMan | Twitch.tv/TheRealNanMan | Twitter.com/TheRealNanMan |
stevemachine17
Profile Joined April 2017
45 Posts
June 26 2018 04:55 GMT
#22
I'm always very intrigued by what the makers come up with. Good luck everyone!
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2018-06-26 06:55:42
June 26 2018 06:12 GMT
#23
The renegade missile turret thing seem very gimmicky. I like the challenge 1 though
rly ?
InfCereal
Profile Joined December 2011
Canada1759 Posts
June 26 2018 15:13 GMT
#24
I wonder what we're going to call scrap station this time
Cereal
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-06-26 15:18:15
June 26 2018 15:17 GMT
#25
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...
"not enough rights"
MapMaker
Profile Joined June 2018
China2 Posts
June 27 2018 03:01 GMT
#26
finally i can try to upload my map, you guys' suggestion can make it better, it's a great contest, i will always be there with you
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-06-27 21:09:12
June 27 2018 14:53 GMT
#27
mmm? sorry? i just re read and i am in awe, not in a good way...
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)?
"not enough rights"
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2018-06-29 09:00:14
June 27 2018 21:04 GMT
#28
Hello everyone, i'll open up the public submissions with my first batch of maps, 2 macro, 1 standard, 1 challenge #1.

[SO] The Anchor - Standard
+ Show Spoiler +

[image loading]

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 +


[image loading]

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 +

[image loading]

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 +

[image loading]

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.
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
Ej_
Profile Blog Joined January 2013
47656 Posts
June 27 2018 21:30 GMT
#29
I really like Anchor.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-06-28 02:47:38
June 28 2018 01:15 GMT
#30
Is the Accordion Choke™©® narrow enough to block archons/ultras/siege tanks/thors?
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 28 2018 08:15 GMT
#31
Currently the Accordion Choke™©® is 2 squares wide and large units can pass through. I didn't think about that at all before someone asked this same question in the map discord. I kept them as they are but i'll keep an eye if tank pushes through the natural's accordion are too powerful. If they are, i will tighten the accordion because it is a nice idea to limit the pathing for large units this way.
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
Avexyli
Profile Blog Joined April 2014
United States702 Posts
June 29 2018 04:41 GMT
#32
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.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Koivusto
Profile Blog Joined August 2013
Finland542 Posts
June 29 2018 06:29 GMT
#33
+1 for Anchor. Nice job
#1 Blitzcrank #Forever platinum toss --> current diamond Terran <3
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-06-29 16:31:54
June 29 2018 16:31 GMT
#34
i did not see anything on mineral walls?

i want to put the mineral wall nodes count at 9 .. right now they are at default value...

Would that change disqualify my map ..?
"not enough rights"
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
June 29 2018 16:36 GMT
#35
I've got a request!
Please make a three player map.
Seems they've gone extinct...
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.
Kitai
Profile Joined June 2012
United States879 Posts
June 29 2018 16:49 GMT
#36
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?
"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
fluidrone
Profile Blog Joined January 2015
France1478 Posts
June 29 2018 22:05 GMT
#37
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
"not enough rights"
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2018-07-03 19:07:21
June 30 2018 00:10 GMT
#38
I'm not 100% finalized yet, but here are very likely my entries.

Standard: Year Zero and Valkyrie

[image loading]

[image loading]


Macro: Babylon and Sakura

[image loading]

[image loading]


Challenge #1: Reprise

[image loading]

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.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 30 2018 01:16 GMT
#39
With each new iteration, the TLMC becomes more like the old Map Jams!
~ ~ <°)))><~ ~ ~
Marras
Profile Joined June 2018
Finland63 Posts
June 30 2018 01:44 GMT
#40
I am pretty psyched about his map contest, I've been practicing map making for the past 6 months and I think I'm ready to submit some maps for the first time. Hopefully they turn out okay. The plan is to get one for each challenge category plus two macro and two standard maps. I might post some pics here in the near future.
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
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