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Team Liquid Map Contest #17 - Page 3
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lorestarcraft
United States1049 Posts
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NewSunshine
United States5938 Posts
The final week of submissions is upon us. That happened fast. Good luck to everyone still working. | ||
NewSunshine
United States5938 Posts
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nullrd
22 Posts
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NewSunshine
United States5938 Posts
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Edin
China13 Posts
On October 05 2022 04:00 NewSunshine wrote: I see it now, thanks. Apologies if that's just me being blind, it's a big post. Dont worry that's a common result for SC players ![]() | ||
RalphFebus
4 Posts
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KillerSmile
Germany84 Posts
On September 22 2022 00:21 Vision_ wrote: I just understand that even air units are unable to see when there s a dead vision zone (smog, bushes,...). So technically it s possible to protect fields mineral from a side, unauthorizing vision with also some elements to forbid movement (harassement from behind minerals fields) I presume this dead vision zone (smog, bushes, etc...) is consuming a lot of gpu ? do you experiment it ? this kind of map could be created respecting rules isn t it ? ![]() Yeah, but using this vision paint is a bit of a challenge, because it's hard to communicate to a player what exactly is going on. I have a map uploaded as [KS] Omerta that I will be submitting under the freestyle category when my other maps are done that uses the blinding thicket paint in conjunction with tall line of sight doodads as way to say "while in the thicket you are concealed", but it's hard to say how popular this kind of novelty is with the playerbase or the judges, many of which are pro players. Air units usually can see everything, not with the vision paint in terrain. Using it anywhere near mineral lines seems like a huge no-go to me. And then there are balance concerns. How does it work with vision from creep? What about scan? Is Protoss the only race that can't negate the thicket on it's own? None of that is clear from the start of the game. Basically it's hard to find a good use for it that normal bushes don't already solve, a risk for mapmakers with a limited number of submissions to spend and hard to properly execute and not create incongruencies. ![]() Here's a quick early overview of the map. All lowground is unbuildable and covered in visionblocking paint. The watchtower in the middle can negate the effect. You may also want to check out a map called Fern Gully by Superouman, which uses them more conservatively and is also not as grim and dark. | ||
Beelzebub1
1004 Posts
Altitude Black Engine (this is my favorite love the dark aesthetic) Verdant Rift Secret Garden Glass Wave Good job guys. | ||
Edin
China13 Posts
Not sure what category to put it lol. Map Category: Standard + Show Spoiler + ![]() ![]() | ||
Legan
Finland317 Posts
Eldeyja (Standard) + Show Spoiler + ![]() Ruskaletto (Standard) + Show Spoiler + ![]() Atera (Macro) + Show Spoiler + ![]() Gresvan (Macro) + Show Spoiler + ![]() Taitalika (Freestyle) + Show Spoiler + ![]() All maps are uploaded to NA, EU, and KR servers. Some images: + Show Spoiler + ![]() ![]() ![]() ![]() ![]() | ||
lorestarcraft
United States1049 Posts
On October 07 2022 02:40 Legan wrote: My currently planned submissions: Eldeyja (Standard) + Show Spoiler + ![]() Ruskaletto (Standard) + Show Spoiler + ![]() Atera (Macro) + Show Spoiler + ![]() Gresvan (Macro) + Show Spoiler + ![]() Taitalika (Freestyle) + Show Spoiler + ![]() All maps are uploaded to NA, EU, and KR servers. Some images: + Show Spoiler + ![]() ![]() ![]() ![]() ![]() Taitalika looks really cool to me. | ||
dahuska
Bulgaria3 Posts
Macro Umojan Facility (148x154) + Show Spoiler + ![]() ![]() ![]() | ||
lorestarcraft
United States1049 Posts
![]() Other pictures: + Show Spoiler + | ||
themusic246
United States209 Posts
Armistice (Rush) + Show Spoiler + ![]() Roughneck (Standard) + Show Spoiler + ![]() Arbiter (Standard) + Show Spoiler + ![]() Nightwatch (Freestyle) + Show Spoiler + ![]() Planetfall (Macro) + Show Spoiler + ![]() | ||
NewSunshine
United States5938 Posts
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projectB
3 Posts
+ Show Spoiler + ![]() August Square + Show Spoiler + ![]() ascension + Show Spoiler + ![]() Nemesis Arena + Show Spoiler + ![]() | ||
Superouman
France2195 Posts
Here are the highlights: - Silver Wall is not a wall anymore. - I was not ready to call a map Egghawk. - Glory To The Firstborn got back from the dead. - Sealed Fate is completely untouched. - HEXMASTER IV has been on a diet. Standard Silver Wall + Show Spoiler + 60° view + Show Spoiler + ![]() ![]() Map size: 154x128: 19712 area Category: Standard Description: The Silver Wall has 5 openings where units can pass through. Destroying the rocks in the middle of the map significantly changes the attack routes. List and describe any distinctive features of the map: Destroying the rocks in the middle of the map significantly changes the attack routes. Main to Main distance: 44s Top of main ramp to top of main ramp distance: 38s Natural to Natural distance: 34s Macro Egghawk + Show Spoiler + 60° view + Show Spoiler + ![]() ![]() Map size: 152x152 : 23104 area Category: Macro Description: Macro map with large amount of air space on the edges of the map. List and describe any distinctive features of the map: Large amount of air space on the edges of the map. Main to Main distance: 44s Top of main ramp to top of main ramp distance: 38s Natural to Natural distance: 33s Glory To The Firstborn + Show Spoiler + 60° view + Show Spoiler + ![]() ![]() Map size: 152x148 : 22496 area Category: Macro Description: This is a big macro map which offers many expansions that are easy to defend. The special feature on this map is the expansion at the back of the base. It is very easy to take it but very hard to keep early in the game. Players will have to choose between taking this base early and be vulnerable to attacks from the lowground or be patient and take this base later in the game when they can have an sizeable army present in the lowground area. List and describe any distinctive features of the map: The highly vulnerable base at the back of the main base. Main to Main distance: 44s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 33s Freestyle Sealed Fate + Show Spoiler + 60° view + Show Spoiler + ![]() ![]() Map size: 112x204 (22848 area) Description : This tall map allows players to choose their playstyle depending on how they expand. Taking bases at the front turns the map into a rush map and taking bases at the back turns the map into a heavy macro map. Like on Golden Wall, players can choose to play the map in a totally standard way and ignore the bases at the back. Main to Main distance: 41s Top of main ramp to top of main ramp distance: 34s Natural to Natural distance: 27s Backdoor natural to backdoor natural distance: 47s HEXMASTER IV + Show Spoiler + 60° view + Show Spoiler + ![]() ![]() Map size: 156x134 : 20904 area Category: Freestyle Description: This map features a base at the back of the starting bases. It contains two additional mineral fields that slightly boost the income but it opens a new path. Like Golden Wall, players can choose to play the map in a totally standard way up to 7 bases. List and describe any distinctive features of the map: A backdoor base that blocks a path which is safe from ground attacks early game. Attacking that base from behind requires air support because the minerals are placed on the ramp in a way ground units cannot get highground vision by themselves. A gold base is placed on the map split axis. It also blocks the path towards the backdoor expos 2 rows of reduced mineral fields at the top of the map that have a value of 20 each Point out any alternate resource or rock usage on the map. The backdoor base has 2 additional reduced mineral fields that have a value of 300. It gives a slight income boost for a short period of time. It can be used early in the game for map specific builds or to open additional paths during the lategame | ||
Cygnus
United States842 Posts
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NewSunshine
United States5938 Posts
Preservarium + Show Spoiler + ![]() Macro Singularity Cores + Show Spoiler + ![]() Eidolon + Show Spoiler + ![]() Freestyle The Umbral Locks + Show Spoiler + ![]() Fool's Gold Harbor + Show Spoiler + ![]() | ||
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