Standard
Earthrise
+ Show Spoiler +
Macro
Eternal Empire
+ Show Spoiler +
Final Boss
+ Show Spoiler +
Challenge #1
Golden Wall
+ Show Spoiler +
Zen
+ Show Spoiler +
Challenge #2
Purity and industry
+ Show Spoiler +
Forum Index > SC2 General |
Superouman
France2195 Posts
Standard Earthrise + Show Spoiler + Macro Eternal Empire + Show Spoiler + Final Boss + Show Spoiler + Challenge #1 Golden Wall + Show Spoiler + Zen + Show Spoiler + Challenge #2 Purity and industry + Show Spoiler + | ||
Sanglune
Netherlands30 Posts
Here are my early submissions: Standard Saltminer + Show Spoiler + Sanglune + Show Spoiler + link Macro Cloud Monarchy + Show Spoiler + Polar20IQ + Show Spoiler + Challenge 1 Saltminor + Show Spoiler + Challenge 2 Hana no Shimada + Show Spoiler + | ||
Marras
Finland63 Posts
Standard Ever Dream + Show Spoiler + Nightshade + Show Spoiler + Macro Atlantean Rift + Show Spoiler + Skyforger + Show Spoiler + Challenge #1 Resurgence + Show Spoiler + Challenge #2 Deathmatch Nightclub + Show Spoiler + | ||
IeZaeL
Italy991 Posts
(2) Seawatch - Standard + Show Spoiler + (2) Matchpoint - Macro + Show Spoiler + (2) Crossroads - Standard + Show Spoiler + (4) Harvest - Macro + Show Spoiler + (2) Royal Gardens - Minerals + Show Spoiler + (2) On The Trail - Minerals + Show Spoiler + Hf. | ||
Liquid`Snute
Norway839 Posts
- try to make each expansion location visually distinct from one another in some way. If the 3rd base and 4th base of players almost look like the exact same base, that's not good for quick perception and recognition. It's also a loss of potential aesthetics. Prioritize the mineral and gas layout above looks 100%, don't make a dumb switch to the mineral line just to make it different. But if you're using the same mineral/gas positioning and textures at each base with the same angles and everything, please try to make each area itself look different. (Noticing this issue with Acropolis 2nd/3rd and 4th/5th base, kindof annoying) - make overlord pods stand out without tons of doodads on top or doodads surrounding it causing confusion. Doesn't have to be super obvious like a glowing 'here's the reaper jump' laser pod, but try to make it easy for zergs and players in general what's high ground and what's not | ||
Sanglune
Netherlands30 Posts
On June 09 2019 07:11 Liquid`Snute wrote: + Show Spoiler + just a tip to everyone from a player pov before deadline: - try to make each expansion location visually distinct from one another in some way. If the 3rd base and 4th base of players almost look like the exact same base, that's not good for quick perception and recognition. It's also a loss of potential aesthetics. Prioritize the mineral and gas layout above looks 100%, don't make a dumb switch to the mineral line just to make it different. But if you're using the same mineral/gas positioning and textures at each base with the same angles and everything, please try to make each area itself look different. (Noticing this issue with Acropolis 2nd/3rd and 4th/5th base, kindof annoying) - make overlord pods stand out without tons of doodads on top or doodads surrounding it causing confusion. Doesn't have to be super obvious like a glowing 'here's the reaper jump' laser pod, but try to make it easy for zergs and players in general what's high ground and what's not That's actually a very good point you make in the first section. Up untill now I've been more concerned with the type of damage an air pocket would deal. But with your statement you've put some incomprehensible doubts I've had in words. The latter point however is quite known and we frequently point it out for eachother when such issues are spotted. Though it seems not to have reached everyone yet; so I'd like to remind every mapper to check out the mapper's circle discord: link . I've also done a quick write-up listing most of these basic standards we have: link. | ||
monitor
United States2402 Posts
Standard Cattail + Show Spoiler + Magnolia (old) + Show Spoiler + Challenge #1 Substation + Show Spoiler + Polarity + Show Spoiler + Challenge #2 Swamphead + Show Spoiler + | ||
MoonStone1
20 Posts
Some of you guys have been helping me in the SC2 Mapper's discord as Jordan. Here are my two cents. [Standard] Lilac + Show Spoiler + 38s Nat to Nat Snowborn + Show Spoiler + 38s Nat to Nat | ||
-NegativeZero-
United States2140 Posts
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monitor
United States2402 Posts
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Meavis
Netherlands1298 Posts
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Pklixian
Canada81 Posts
Axes Facility + Show Spoiler + Promanus Grounds + Show Spoiler + Macro Project Simulent + Show Spoiler + The Timeless Wild + Show Spoiler + Challenge #1 & 2 Cyber Sphere (challenge 1) + Show Spoiler + Urzagol (challenge 2) + Show Spoiler + | ||
Legan
Finland288 Posts
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Pklixian
Canada81 Posts
On June 14 2019 14:39 Legan wrote: Kantuva has announced that there will be feedback stream on Saturday at 7PM CEST. Everyone gets to ask feedback for one map(?) that had been submitted before pre-judging feedback dead line. Yea one map, last time there was so much that doing anothers second map wasnt possible. Though he may go to anothers map to refer onto what they did, and then maybe drop some feedback on the map as well. | ||
Legan
Finland288 Posts
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Sanglune
Netherlands30 Posts
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ATTx
Korea (South)178 Posts
[2] Planet 612 + Show Spoiler + Macro [2] Hazardous + Show Spoiler + [2] Enigma + Show Spoiler + Challenge #2 [2] Cliffhanger + Show Spoiler + | ||
Marras
Finland63 Posts
On June 09 2019 05:16 Marras wrote: I present to you: Standard Ever Dream + Show Spoiler + Nightshade + Show Spoiler + Macro Atlantean Rift + Show Spoiler + Skyforger + Show Spoiler + Challenge #1 Resurgence + Show Spoiler + Challenge #2 Deathmatch Nightclub + Show Spoiler + | ||
SidianTheBard
United States2474 Posts
Dunes Of Destiny Standard You are unable to construct buildings on the water in the middle of the map. Creep tumors can be placed though. An easy to hold Natural and third but after that with the map being as small as it is, you really need to go on the aggressive stance. Pretty: + Show Spoiler + ______________________________ Into The Beyond Standard A standard, care-free, easy going map. Plenty of bases allow you to play passive or you can get a little more aggressive but open yourself up to easier harass. Take down the rocks to open up another direct attack path to help with flanks or pushes. Pretty: + Show Spoiler + ______________________________ Blood Trials Macro A long early game attack time thus resulting in more macro heavy openings. At that point you can expand to a choice of thirds and after that grab a defensive or aggressive fourth to put pressure or retaliate on against your opponent. Pretty: + Show Spoiler + ______________________________ Embers Of War Macro A four player map where horizontal spawns are disabled. Expand easily yet watch your flank or you may become overrun from the enemy forces. Pretty: + Show Spoiler + ______________________________ Challenge #1 Sporogenesis An easy natural, a backdoor natural and even after that you can easily grab a 4th or 5th base to macro up to your desires. Although, if you wish, you can mine out the middle gold base to take the aggressive stance. Watch out though because the enemy can mine out the ramps as well to create more opportunities and flank paths. Defend what you can, dominate your lands and you will grow beyond doubt. Pretty: + Show Spoiler + ______________________________ Challenge #2 Habitation Station 2 You can take an easy natural followed by a third. If you wish you can go aggressive and can take one of the forward bases which means either the normal mineral field or rich one. Either way, expand hard, grow like a champ and you'll be the number one winner. Pretty: + Show Spoiler + ______________________________ Wishing the best of luck to all participants! This TLMC I wasn't able to create as many new maps as I normally would (only two completely new maps) but I hope even the remastered versions of my older maps are better than their originals. Either way, best of luck to all participants and may the best mapper win! | ||
ZigguratOfUr
Iraq16955 Posts
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