On June 30 2018 10:44 Marras wrote: 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.
I will still be doing some balance tweaks and changes to the maps but overall they should be ~95% complete. Good luck to all other contestants! May the best map win!
I am barely better than the average player and will spam out my gut thoughts on the maps without playing them. PM me if you want a playtester. Weekends of July leading up to final submission I can play.
The Anchor - Siege tank timings will be strong. Therefore this map is good. Hephaistos - Really want to try it. Hard to judge from map pic. I hope the bridges are narrow enough that any army > 50 supply should consider splitting up to cross them. Untainted Paradise - Again, good for siege tanks. Despite any possible merit the map might have, it just won't get much attention due to it not being aesthetically pleasing. Too square shaped. Siege tanks look like they would be strong here, but not necessarily overpowered since it looks like that is water in the canals so Terran can't bunker up. Accordion - I have never enjoyed a map that has had single unit (or close enough) pathways. They never seem fun, and it mostly comes into play when a Zerg player just doesn't pay enough attention to zergling pathing or the first reaper of the game. Ashen Isle - Looks like a really well designed map. I'm going to lean towards it being zerg favoured since the long lanes in the middle allow for easy counterattacks and the fifth base is pretty achievable as long as the middle 3rd/4th is successfully taken. Given that creep spread is overpowered bullshit, and the queen range buff of 2011 was the biggest mistake since the birth of David Kim, I think that it will not be too big of a problem. Dunes of Destiny - I like how the pillars break up the open flat ground. It allows for some micro and maneuvering as people position armies to fight for a 3rd/4th. Blood Trials - Looks like such a fun Terran vs Terran map. As long as avilo is permanently banned for being literally the most boring and lame player ever. I want to say PRotoss will be favoured on this map. Justification: when I look at a map I mostly think about 1) What is the dynamic between melee and ranged units. 2) Imagine range circles. Siege tanks, Collosus, Stalkers/Marines, Broodlords. Where can these be placed to maximum effect. In this case, I feel like other than the natural third at 3 and 9 o'clock, shield batteries can perfectly protect the main entrances to any expansion Protoss can take. Seeing as shield batteries are the primary reason political activists regularly protest outside of Blizzard HQ (1 Blizzard Way, Irvine, CA 92618, USA) I just don't see Protoss players easily losing bases to counterattacks or drops. King's Cove - This map looks so strong for Terran timings and cheeses. Can cut off the natural from the main with a bunker rush pretty easily. Can siege up the lowground of the natural third. Liberator below the 10 o'clock base. Zerg will not have the easiest time to play a counterattack style on this map. Protoss will have an easy time getting to 3 bases since it's not 2012 anymore and parking vikings between the natural and the third to pick off collosus doesn't work anymore. Protoss will like this map, getting that 7th and 8th gas is achievable if on takes the 12 and 6 o'clock bases and parks the army at between the third and fourth basest. 2f0rt Tetr0n - I'm not going to play on it because I don't want to deal with microing things over clear terrain. Treetop Temple - I imagine blink stalker harass and smile to myself.
on my map (where there is a trillion bases with full minerals not far) it would make sense to make the "base" with the mineral wall have "only gas" <3
Anyway, just lobbying <3 for it i guess
Edit: play testing the map, i feel it is how the map should be (with minerals as 3/9 count each), having it a wall that would open only in late game would be fine, but the whole idea is for it to not be worth it to build from the inside / top (except for the terran obviously)... The time awarded "once" to go plant a hatch or a nexus is one of the quirks.. but opening the rocks allows for a "smoother 3 base".
hf
# really nice maps .. thank you to all the people showcasing their contributions <3 )
Okay, here's some of my maps that I've thought about submitting but haven't yet since I probably have to make some changes still after testing them a bit more. So, if you think of something that should be changed please tell. I'm still planning on making one for the challenge 1 category, but I wasn't happy with what I had made before so I started from scratch :D
On June 28 2018 06:04 Superouman wrote: Hello everyone, i'll open up the public submissions with my first batch of maps, 2 macro, 1 standard, 1 challenge #1.
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
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
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
Description: This map has a different use of Renegade Missile Turrets (RMT) compared to most maps. They are used in combination with large areas of line of sight blockers (LoS). The LoS are intentionally placed in a checker pattern to drastically reduce the vision of ground units which don’t have air support. But since there are many RMT inside the LoS forest, it is hard to keep the vision over those areas. The players can make a decision to keep or destroy RMT defensively or offensively. Destroying the RMT with ground units requires the vision of air units but they need to keep distance with the RMT. This process takes some attention and micro from that player. The RMT can delay attacks that contain air units The defender can see from his side if the RMT are being attacked and then can decide to ambush the attacker army while it is occupied. Air units can only see half of the LoS forest while the RMT are up. This gives a big defensive advantage if the attacker chooses to attack without air support while the defender has air units seeing inside the LoS forest. Also, the highground pods with the RMT are buildable and droppable once the RMT are destroyed. Destroying the opponent’s air units inside the LoS forest can severely hinder the fighting capabilities of the opponent’s army in that area.
Why the map fits the category you selected:Use of RMT
List and describe any distinctive features of the map: RMT used in combination with large areas of LoS.
Main to Main distance: 40s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 33s
Description: This is a medium sized map that has a simple expansion pattern on the sides. The twist of the map happens in the middle with the combination of xelnaga towers and double layered rocks which make the map split ambiguous. Additionally the highground expansion in the middle make the map split ambiguous and both players can take those expands depending on the direction where they expand.
Why the map fits the category you selected: Medium sized map. Simple expansion pattern on the sides. Has a unique feature with the xelnaga tower/double rocks combo.
List and describe any distinctive features of the map: The combination of xelnaga towers and double layered rocks in the middle which make the furthest xelnaga tower by air actually the cloest by ground until the rocks are taken down.
Main to Main distance: 39s Top of main ramp to top of main ramp distance: 32s Natural to Natural distance: 30s
[ZoU] Masada - Standard, I guess. I eventually got around to revisiting this idea of holes in the map that I tried with Yopico for TLMC9. It's similar to Neon Violet's squares except they're diagonal and you get 2x2 gaps at the intersection of the 1x1 grid, which means fighting within the holes is more manageable than the squares.