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Announcing TLnet Map Contest 14 - Page 4

Forum Index > SC2 General
143 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-02-04 15:29:44
January 15 2020 15:11 GMT
#61
Unofficial TLMC 14 Known Submissions Compilation
+ Show Spoiler +


-NegativeZero-
+ Show Spoiler [In Absentia (Rush)] +

[image loading]

+ Show Spoiler [Second Dream (Macro)] +

[image loading]

+ Show Spoiler [Monument of the Makers (Challenge)] +

[image loading]


Acid Ian Theobard
+ Show Spoiler [Bulkhead (Rush)] +

[image loading]


Agaton
+ Show Spoiler [Corrosive Sky (Rush)] +

[image loading]

+ Show Spoiler [Interitus (Rush)] +

[image loading]

+ Show Spoiler [Cryostation (Standard)] +

[image loading]

+ Show Spoiler [Pillars of Gold (Standard)] +

[image loading]

+ Show Spoiler [Electron (Macro)] +

[image loading]

+ Show Spoiler [Mystic's Mirage (Challenge)] +

[image loading]


ATTx
+ Show Spoiler [Chain Reaction (Rush)] +

[image loading]

+ Show Spoiler [Golden S (Rush)] +

[image loading]

+ Show Spoiler [Firefly (Standard)] +

[image loading]

+ Show Spoiler [Hard Rain (Standard)] +

[image loading]

+ Show Spoiler [Apex (Macro)] +

[image loading]

+ Show Spoiler [Defrost (Macro)] +

[image loading]


CharactR
+ Show Spoiler [Hellfire (Rush)] +

[image loading]

+ Show Spoiler [Blood Moon (Standard)] +

[image loading]

+ Show Spoiler [Quicksand (Standard)] +

[image loading]

+ Show Spoiler [Ecostation (Macro)] +

[image loading]

+ Show Spoiler [Golden Oasis (Macro)] +

[image loading]

+ Show Spoiler [Arcade (Challenge)] +

[image loading]


IeZael
+ Show Spoiler [Neo Matchpoint (Standard)] +

[image loading]

+ Show Spoiler [Rise And Fall (Standard)] +

[image loading]

+ Show Spoiler [Monte Carlo (Macro)] +

[image loading]

+ Show Spoiler [Seawatch (Macro)] +

[image loading]

+ Show Spoiler [Harvest (Challenge)] +

[image loading]

+ Show Spoiler [Skyfall (Challenge)] +

[image loading]


Insidioussc2
+ Show Spoiler [Blackburn (Rush)] +

[image loading]

+ Show Spoiler [Glittering Ashes (Macro)] +

[image loading]


KillerSmile
+ Show Spoiler [Fighters' Poison (Rush)] +

[image loading]

+ Show Spoiler [Sun Temple (Rush)] +

[image loading]

+ Show Spoiler [Last Endion (Standard)] +

[image loading]

+ Show Spoiler [Bed of Chaos (Macro)] +

[image loading]

+ Show Spoiler [Containment (Macro)] +

[image loading]

+ Show Spoiler [Sky Machine (Challenge)] +

[image loading]


Legan
+ Show Spoiler [Ion Fazekath (Standard)] +

[image loading]

+ Show Spoiler [Polar Night Keep (Macro)] +

[image loading]

+ Show Spoiler [Seaside Resort (Macro)] +

[image loading]


MarcusRife
+ Show Spoiler [Crack of Doom (Standard)] +

[image loading]

+ Show Spoiler [Groombridge (Macro)] +

[image loading]


Marras
+ Show Spoiler [Iliad (Rush)] +

[image loading]

+ Show Spoiler [Lightshade (Standard)] +

[image loading]

+ Show Spoiler [Takeover (Standard)] +

[image loading]

+ Show Spoiler [Atlantean Rift (Macro)] +

[image loading]

+ Show Spoiler [Romanticide (Macro)] +

[image loading]

+ Show Spoiler [Deathaura (Challenge)] +

[image loading]


Microglycerin
+ Show Spoiler [Yogi's Great Escape (Macro)] +

[image loading]

+ Show Spoiler [Crimson Fortress (Challenge)] +

[image loading]


ObsidianScabbard
+ Show Spoiler [Deliverance (Rush)] +

[image loading]

+ Show Spoiler [Bamboozle (Macro)] +

[image loading]


Panzermann
+ Show Spoiler [First World (Standard)] +

[image loading]

+ Show Spoiler [Iron Oxide (Standard)] +

[image loading]

+ Show Spoiler [Masquerade (Macro)] +

[image loading]

+ Show Spoiler [Siberus (Macro)] +

[image loading]


Pklixian
+ Show Spoiler [Forgotten Homeland (Rush)] +

[image loading]

+ Show Spoiler [Acidic Fortress (Standard)] +

[image loading]

+ Show Spoiler [Risen Memory (Standard)] +

[image loading]

+ Show Spoiler [Bloodlands (Macro)] +

[image loading]

+ Show Spoiler [Project Simulant (Macro)] +

[image loading]

+ Show Spoiler [Urzagol (Challenge)] +

[image loading]


PolarChibi
+ Show Spoiler [Lilac (Challenge)] +

[image loading]


Sanglune
+ Show Spoiler [Eleventh Dragon Frontier (Rush)] +

[image loading]

+ Show Spoiler [Cheruno 9 (Standard)] +

[image loading]

+ Show Spoiler [Sanglune (Standard)] +

[image loading]

+ Show Spoiler [Astolfo (Macro)] +

[image loading]

+ Show Spoiler [S4ltminer (Macro)] +

[image loading]

+ Show Spoiler [Saltminer (Challenge)] +

[image loading]


SidianTheBard
+ Show Spoiler [Dunes of Destiny (Rush)] +

[image loading]

+ Show Spoiler [Blackwood Timbers (Standard)] +

[image loading]

+ Show Spoiler [Into the Beyond (Standard)] +

[image loading]

+ Show Spoiler [Blood Trials (Macro)] +

[image loading]

+ Show Spoiler [Embers of War (Macro)] +

[image loading]

+ Show Spoiler [Habitation Station 2 (Challenge)] +

[image loading]


SirZachary
+ Show Spoiler [Oath Keep (Rush)] +

[image loading]

+ Show Spoiler [Sigil (Standard)] +

[image loading]

+ Show Spoiler [Station 37 (Standard)] +

[image loading]

+ Show Spoiler [Laser Tag (Macro)] +

[image loading]

+ Show Spoiler [Spacelab 2020 (Macro)] +

[image loading]


Skypirinha
+ Show Spoiler [Tropical Island (Rush)] +

[image loading]

+ Show Spoiler [Autumn Fields (Standard)] +

[image loading]

+ Show Spoiler [Lost Spire (Standard)] +

[image loading]

+ Show Spoiler [Ancient Cistern (Macro)] +

[image loading]

+ Show Spoiler [Place of Henery Quaevase (Macro)] +

[image loading]

+ Show Spoiler [Shrine of Time (Challenge)] +

[image loading]


Superouman
+ Show Spoiler [Ultra Kompaktor (Rush)] +

[image loading]

+ Show Spoiler [Waterfall (Rush)] +

[image loading]

+ Show Spoiler [Academy (Macro)] +

[image loading]

+ Show Spoiler [Aqueducts (Macro)] +

[image loading]

+ Show Spoiler [Beckett Industries (Challenge)] +

[image loading]

+ Show Spoiler [Earth Drinker (Challenge)] +

[image loading]


Timmay
+ Show Spoiler [Witch Hunt (Rush)] +

[image loading]


ZigguratOfUr
+ Show Spoiler [Pandemonium (Rush)] +

[image loading]

+ Show Spoiler [Cryogen (Standard)] +

[image loading]

+ Show Spoiler [Moon River (Standard)] +

[image loading]

+ Show Spoiler [Caspian Gates (Macro)] +

[image loading]

+ Show Spoiler [Pororoca (Macro)] +

[image loading]

+ Show Spoiler [Cyanotope (Challenge)] +

[image loading]


Zweck
+ Show Spoiler [Kill Switch (Rush)] +

[image loading]

+ Show Spoiler [Submarine (Rush)] +

[image loading]

+ Show Spoiler [Look Up (Standard)] +

[image loading]

+ Show Spoiler [Shamrock Fane (Standard)] +

[image loading]

+ Show Spoiler [Elara (Macro)] +

[image loading]

+ Show Spoiler [Gallery of Pain (Macro)] +

[image loading]


anarchay
+ Show Spoiler [Faded Dynasty (Rush)] +

[image loading]

+ Show Spoiler [Nimbus Point (Rush)] +

[image loading]

+ Show Spoiler [Forgotten Strand (Standard)] +

[image loading]

+ Show Spoiler [Outsider (Standard)] +

[image loading]

+ Show Spoiler [Hidden Rain (Macro)] +

[image loading]

+ Show Spoiler [Fulfilled Promises (Challenge)] +

[image loading]


insidious_bombardier
+ Show Spoiler [(Challenge)] +

[image loading]


monitor
+ Show Spoiler [Cranberry (Rush)] +

[image loading]

+ Show Spoiler [Green Water (Rush)] +

[image loading]

+ Show Spoiler [Eclipse (Standard)] +

[image loading]

+ Show Spoiler [Swamp Head (Standard)] +

[image loading]

+ Show Spoiler [Cattail (Macro)] +

[image loading]


samsim
+ Show Spoiler [Arabella (Rush)] +

[image loading]

+ Show Spoiler [Fate's Valley (Standard)] +

[image loading]


themusic246
+ Show Spoiler [Oxide (Rush)] +

[image loading]

+ Show Spoiler [2000 Atmospheres (Standard)] +

[image loading]

+ Show Spoiler [Sidewinder (Standard)] +

[image loading]

+ Show Spoiler [Ice and Chrome (Macro)] +

[image loading]

+ Show Spoiler [Nemesis (Macro)] +

[image loading]

+ Show Spoiler [Mainframe (Challenge)] +

[image loading]





This is an unofficial compilation of all TLMC14 submissions which have been listed in this thread or otherwise publicly declared. It is non-exhaustive as people may choose not to make their submissions known publicly. Please message me if there are any errors/omissions with the list.
ObsidianScabbard
Profile Joined January 2020
Netherlands6 Posts
January 17 2020 09:08 GMT
#62
I am going to school for design, so this shouldn't be a challenge.
diamond zerg
Pklixian
Profile Joined October 2017
Canada81 Posts
January 17 2020 11:17 GMT
#63
On January 17 2020 18:08 ObsidianScabbard wrote:
I am going to school for design, so this shouldn't be a challenge.


Sorry to spoil the bubble but thats... not how it works.
Learning the editor and sc2 mapdesign isn't something you can easily do without constant feedback from people that been using it for multiple years.

And also just general shaping/philosophies that lead to generally playable maps isn't really common sense.
In general its something learned over a course of multiple months of trial and error.
You're free to give it a try, but it would be a challenge to make a map that is playable.

Just being in a school for design doesn't mean you understand sc2's design of map layouts, and never will unless thats one of the many things such school trains you for.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
ZugzwangSC
Profile Joined October 2019
87 Posts
January 20 2020 17:56 GMT
#64
Looking forward to seeing what comes out of this contest!

Remember, 27th of January is the deadline for the feedback option. I know you knew that...
www.youtube.com/c/zugzwangstarcraft
anarchay
Profile Joined July 2019
19 Posts
January 20 2020 21:06 GMT
#65
let's see if soupman gets 16/6 this time
Elentos
Profile Blog Joined February 2015
55561 Posts
January 20 2020 21:24 GMT
#66
All I want from this TLMC is a series of maps where none of the starting workers immediately go to mine a mineral patch from behind and I have to manually fix it.
Every 60 seconds in Africa, a minute passes.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 20 2020 21:35 GMT
#67
On January 21 2020 06:24 Elentos wrote:
All I want from this TLMC is a series of maps where none of the starting workers immediately go to mine a mineral patch from behind and I have to manually fix it.


Blizz often redoes mineral lines before the map hits ladder so it's unclear if the TLMC can save you.
Pklixian
Profile Joined October 2017
Canada81 Posts
January 21 2020 10:17 GMT
#68
On January 21 2020 06:24 Elentos wrote:
All I want from this TLMC is a series of maps where none of the starting workers immediately go to mine a mineral patch from behind and I have to manually fix it.


Well what ever map from this tlmc's finalist reaches to ladder might not have that issue, or will because blizzard and their questionable QA changes~
A lot of the time melee mapmakers avoid mineral lines that cause that as often if its in the main or natural, its REALLY bad.
But yeh we have to see.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Marras
Profile Joined June 2018
Finland63 Posts
Last Edited: 2020-02-02 16:45:14
January 21 2020 16:17 GMT
#69
My map submissions:


Standard

Lightshade + Show Spoiler +

136x132

[image loading]

Takeover + Show Spoiler +

132x148

[image loading]



Macro

Atlantean Rift + Show Spoiler +

154x136

[image loading]

Romanticide + Show Spoiler +

150x132

[image loading]



Rush

Iliad + Show Spoiler +

124x120

[image loading]



Challenge

Deathaura + Show Spoiler +

144x140

[image loading]
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
CharactR
Profile Joined January 2020
Canada108 Posts
January 23 2020 10:36 GMT
#70
Pogchamp @Marras i was kinda surprised nobody had posted any of their submissions until now considering the other tlmc contest threads. I had planned to earlier but I still have to finish all 6 of my submissions (currently 4/6).
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Marras
Profile Joined June 2018
Finland63 Posts
January 23 2020 10:52 GMT
#71
Actually Legan had posted some here earlier, but no one else so far, maybe they are waiting until the final changes after the pre-judging feedback.
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 23 2020 11:08 GMT
#72
I have yet to finish decorating my 3 last maps.
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
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2020-01-23 22:01:36
January 23 2020 22:01 GMT
#73
i have yet to start decorating my 1 first map
vibeo gane,
Crocolisk Dundee
Profile Blog Joined October 2015
870 Posts
January 23 2020 22:32 GMT
#74
Can we get another map like Abyssal Reef where destroyed units float up? I loved that effect.
Stopped watching ESL content in 2022 when the company was acquired by Savvy Gaming Group. Also object to sponsorships by the U.S. Air Force. Thanks for the lively discussions about sportswashing. StarCraft II is not for me anymore.
Marras
Profile Joined June 2018
Finland63 Posts
January 23 2020 22:39 GMT
#75
On January 24 2020 07:32 Crocolisk Dundee wrote:
Can we get another map like Abyssal Reef where destroyed units float up? I loved that effect.


Well, Atlantean Rift is like that :D And I think that there's a couple of other maps with an underwater theme that some other mapmakers have been working on lately as well
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
WardiTV
Profile Joined September 2016
593 Posts
January 24 2020 00:41 GMT
#76
Tournament information coming soon! We've now figured out which tournament is going to clash with the dates so we can move forward with the rest of the setup!!
Commentator
TelecoM
Profile Blog Joined January 2010
United States10688 Posts
January 24 2020 02:54 GMT
#77
On January 17 2020 18:08 ObsidianScabbard wrote:
I am going to school for design, so this shouldn't be a challenge.

Are you the professor or a student?
AKA: TelecoM[WHITE] Protoss fighting
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-01-25 14:52:47
January 25 2020 14:51 GMT
#78
It s the first time i m looking at this Map contest,

The difference between a standard and macro map is equal to 94% (???), in other words, it doesn t exist anymore (comparing to rts game in general...),....

They could really adjust the number of workers to the size of the map, this isn t a big deal.

ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 25 2020 15:53 GMT
#79
On January 25 2020 23:51 Vision_ wrote:
It s the first time i m looking at this Map contest,

The difference between a standard and macro map is equal to 94% (???), in other words, it doesn t exist anymore (comparing to rts game in general...),....

They could really adjust the number of workers to the size of the map, this isn t a big deal.



The distinction has often been hard to pin down, but maps aren't just about their dimensions. Ideally the distinction between standard and macro is as more about ease of expansion and layout than just the numbers. In practice that hasn't so much been the case admittedly.
Vision_
Profile Joined September 2018
870 Posts
January 25 2020 16:03 GMT
#80
On January 26 2020 00:53 ZigguratOfUr wrote:
Show nested quote +
On January 25 2020 23:51 Vision_ wrote:
It s the first time i m looking at this Map contest,

The difference between a standard and macro map is equal to 94% (???), in other words, it doesn t exist anymore (comparing to rts game in general...),....

They could really adjust the number of workers to the size of the map, this isn t a big deal.



The distinction has often been hard to pin down, but maps aren't just about their dimensions. Ideally the distinction between standard and macro is as more about ease of expansion and layout than just the numbers. In practice that hasn't so much been the case admittedly.


ahah ease of expansion....

When Blizzard introduce to community the pocket expand...

Indeed, it was after increasing the number of workers.. is it right ?

How "the ease of extension" could be a factor more important than the size of the map ?


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