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Rush. Clavius Station. 112x128
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depressed1
51 Posts
+ Show Spoiler + Rush. Clavius Station. 112x128 + Show Spoiler + | ||
Various_Implement_53
1 Post
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DrunkenJedi
Germany173 Posts
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ZigguratOfUr
Iraq16955 Posts
+ Show Spoiler [Xibalba (Freestyle)] + + Show Spoiler [Rubaiyat (Freestyle)] + + Show Spoiler [Tikal (Rush)] + + Show Spoiler [White Sands (Standard)] + Vertical and cross spawns only. + Show Spoiler [Grand Canal (Macro)] + | ||
dbRic1203
Germany2655 Posts
Allready looking forward to all these maps | ||
Legan
Finland287 Posts
+ Show Spoiler [Gresvan (Macro)] + Description: Big macro focused map with middle that allows early direct movement cross the map but forces players to top or bottom part when attacking bases on the edge of the map. Category: Macro Size: 164x118 = 19 352 R2R: 38s N2N: 35s M2M: 44s + Show Spoiler [Purple Mire (Macro)] + Description: Natural being in the corner allows main to have long defensive cliff that over looks natural's choke and linear third is locate where natural usually is. After the third layout follows rake layout. After 4-5th bases further expansions are much further away. Category: Macro Size: 140x140 = 19 600 R2R: 38s N2N: 38s M2M: 45s + Show Spoiler [Seaside Resort (Standard)] + Description: Bigger standard map with bit longer rush path, but more direct attack paths between thirds when player chose different expansion patterns. Map also has two more forward bases 7th and 8th that make controlling central high ground more important. Category: Standard Size: 142x142 = 20 164 R2R: 38s N2N: 32s M2M: 44s + Show Spoiler [Ion Fazekath (Rush)] + Description: Smaller aggressive map, where the rush path has small ramp that creates good defensive point as games goes on. To avoid the ramp armies can go along the horizontal edge or destroy rocks to double size of another ramp closer the small ramp. Category: Rush Size: 136x118 = 16 048 R2R: 35s N2N: 32s M2M: 43s + Show Spoiler [Karelides (Freestyle)] + Description: The map is divided horizontally by high ground. From the high ground towards sides there is two lower grounds that make map have / like cut through.The layout generally creates situation where players have to go over the middle high ground to access other side of the map. Category: Freestyle Size: 118x148 = 17 464 R2R: 33s N2N: 31s M2M: 40s Also made this small (124x124) 4 player map using guidelines of rush category but it is most likely too small and imbalanced. So I dropped it out of submissions. + Show Spoiler [I.M.B.A Station (Rush)] + | ||
depressed1
51 Posts
+ Show Spoiler + | ||
IIEclipseII
Germany155 Posts
for example would be a similar mechanic to the Xel'Naga Watcher Tower be allowed but with different properties? | ||
ZigguratOfUr
Iraq16955 Posts
On May 28 2021 07:47 IIEclipseII wrote: could someone in charge specifiy which "custom" data is not allowed? Because I already saw maps with imported ground textures. for example would be a similar mechanic to the Xel'Naga Watcher Tower be allowed but with different properties? According to the post custom textures aren't allowed and a new type of Xel'naga tower is definitely not allowed. | ||
MineraIs
United States842 Posts
Message me if you'd like to work something out! -broodwarmaps.net | ||
ejozl
Denmark3299 Posts
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Beelzebub1
1002 Posts
On May 28 2021 20:36 ejozl wrote: good job, I jaw dropped going through these. White Sands !!! Thought the very same thing, that is an excellent looking map. | ||
Callynn
Netherlands917 Posts
+ Show Spoiler + Clathrin Terminus (Freestyle). + Show Spoiler + | ||
MayOnFire
England46 Posts
On May 23 2021 09:52 MiloOnFire wrote: Here's my list of submissions. I might change them in a couple of days to make them more diverse, but I personally really like those picks. Rush Curious Minds - 132x124 + Show Spoiler + Standard Call of the Abyss - 140x132 + Show Spoiler + Future Funk - 140x140 + Show Spoiler + Macro Throne of Fire - 140x140 + Show Spoiler + Freestyle Biogenesis - 140x140 + Show Spoiler + After a few updates, and replacing the Future Funk with Dark Side of Shakuras 124x148 - Macro + Show Spoiler + Full post of maps after updates and QnA: https://imgur.com/a/44gL68D All my maps are uploaded. I wish all map makers good luck. | ||
samsim
United States26 Posts
Macro + Show Spoiler [Asthenia] + 128x144, Rush distance: 36 Standard + Show Spoiler [Fate's Valley] + 136x128, Rush distance: 34 + Show Spoiler [Algor Mortis] + 140x132, Rush distance: 33 | ||
NewSunshine
United States5938 Posts
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Weavel
Finland9220 Posts
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BaneRiders
Sweden3630 Posts
Kind of related, does anyone know if we'll get new maps for 2v2, 3v3 and 4v4 anytime soon? | ||
ZigguratOfUr
Iraq16955 Posts
On May 30 2021 21:17 BaneRiders wrote: This looks so great, congrats to all submitters so far! Kind of related, does anyone know if we'll get new maps for 2v2, 3v3 and 4v4 anytime soon? There's an entire contest worth of 2v2/3v3/4v4 maps that Blizzard hasn't used at all yet (https://tl.net/forum/starcraft-2/561302-tlnet-team-map-contest-3-voting) and Blizzard actually uploaded LE versions for some of them, but no idea if or when Blizz'll rotate them in. | ||
Shadefang.Pklixian
8 Posts
so here they are! Standard Cold Hope - 128x144 (2p) + Show Spoiler + Toxic Growth - 132x154 (2p) + Show Spoiler + Macro Timeless Wild - 124x152 (2p) + Show Spoiler + Axes Facility - 144x144 (4p) + Show Spoiler + Rush Promanus Grounds - 132x144 (2p) + Show Spoiler + + Show Spoiler + note: Due to how I design maps, I design in the idea of standard. Rush distance tends to be a meme among my maps. In the case for some of them, the rush distance is that of a rush map. But the map has a dense base-density and solid defensibility. I.E Timeless Wild. In the case of Promanus Grounds I'm trying todo a dreamcatcher styled rush map, where its relatively standard with a quick rush distance. hence debris towers you can destroy to make it temporarily more peaceful. Hope this clears up the scratching of heads with how strange the map placing are in terms of size. because boy did it confuse and mildly annoy me, but these are the best maps I have to offer. | ||
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