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Team Liquid Map Contest #17

Forum Index > SC2 General
81 CommentsPost a Reply
1 2 3 4 5 All last
CharactR
Profile Joined January 2020
Canada108 Posts
Last Edited: 2022-10-09 02:38:11
October 09 2022 02:37 GMT
#63
Holy bio domes batman! Energy Sphere actually looks pretty cool.
it does seem a bit too narrow in places and the texturing is a little confusing, but otherwise not bad.
Normally I'm not a fan of super narrow side paths but I think the way they were done here was cool.
that being said I think the bottom left and top right too bases are the bits that are too defensible to push a turtling terran or protoss that takes those bases especially for a zerg.

Seriously though, why so many biodomes? xd
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 09 2022 03:45 GMT
#64
Pink Moon - Rush
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Spud Infinity - Rush
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Snowpiercer - Standard
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Typhoon - Macro
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Islands In the Sun - Freestyle
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https://liquipedia.net/starcraft2/Monitor
MrIronGolem27
Profile Joined July 2020
United States242 Posts
Last Edited: 2022-10-09 06:25:20
October 09 2022 06:25 GMT
#65
Othello - Standard (136x136)
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The Price of Riches - Rush (120x136)
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Cryolysis - Rush (136x116)
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Lazarus Wastes - Freestyle (132x144)
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HyperONE - StarCraft Evolution League organizer, SC: Evo Complete developer, mapmaker (author of Magannatha, TLMC19 2nd place, TLMC17 3rd+5th place), Liquipedia editor
Adimax1993
Profile Joined May 2018
Poland6 Posts
Last Edited: 2022-10-09 07:50:01
October 09 2022 07:48 GMT
#66
On October 09 2022 11:37 CharactR wrote:
Seriously though, why so many biodomes? xd



So the idea was that there was a gas of pure energy underground, and in past terrans take it to the biodomes and change to energy, however after many wars in this place, a lot of biodomes are destroyed, so the gas is everywhere in the background. You cannot see this on the top view map.
ATTx
Profile Joined February 2012
Korea (South)178 Posts
October 09 2022 07:56 GMT
#67
Kraken - standard 144x144

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Outlaw - standard 128x144

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Chain reaction - freestyle 152x120

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Silent coast - freestyle 128x144

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5one2heal@gmail.com
CharactR
Profile Joined January 2020
Canada108 Posts
October 09 2022 14:05 GMT
#68
On October 09 2022 16:48 Adimax1993 wrote:
Show nested quote +
On October 09 2022 11:37 CharactR wrote:
Seriously though, why so many biodomes? xd



So the idea was that there was a gas of pure energy underground, and in past terrans take it to the biodomes and change to energy, however after many wars in this place, a lot of biodomes are destroyed, so the gas is everywhere in the background. You cannot see this on the top view map.


:O a lore explanation! coolio.
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Shadefang.Pklixian
Profile Joined May 2021
8 Posts
October 09 2022 19:00 GMT
#69
So I've been occupied with life and actively been drowning under stress, so instead of having 3 new maps I'll only be having 2. Anyways for my resubmissions will go as follows:

Timeless Wild - Macro
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Cold Hope - Standard
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Toxic Growth - Standard
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and my new maps:

Vespic Depths - Freestyle
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New Emeria - Freestyle
+ Show Spoiler +
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Additional notes: New Emeria & Vespic Depths are me trying to shift up my design habits, with less bases and more interesting design choices. which might not be exactly the best for balancing. New Emeria might be macro but is under freestyle due to it's design. (or standard but is under freestyle because it isnt standard standard. but plays like standard.)

Anyways GL to all submitters, I can't wait to see the finalist!
Creator of Cyber Forest LE & Realities Simulation LE
SlavaZA
Profile Joined March 2021
Germany1 Post
October 10 2022 14:06 GMT
#70
My first map, so it was hard.

Lights of Korhal - Standard
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[image loading]
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 10 2022 14:15 GMT
#71
Update to Derelict Colony:
Forced 1x ramp to main with debris, backdoor now on same level.
[image loading]
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2022-10-10 15:04:40
October 10 2022 14:44 GMT
#72
My 3rd submission, Firebrand Canyon
[image loading]
SC2 Mapmaker
volumin
Profile Joined May 2021
Poland7 Posts
Last Edited: 2022-10-10 21:43:30
October 10 2022 15:48 GMT
#73
Hello, my submissions:

Institute - Macro
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Calliope - Macro
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Enchantment - Standard
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Themisium - Rush
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Erreholm - Rush
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glhf everyone!
Edin
Profile Joined June 2021
China13 Posts
Last Edited: 2022-10-12 09:27:00
October 10 2022 17:18 GMT
#74
To sum up, I have two old maps updated.
Buried Sanctuary - Standard
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[image loading]


Korhal Plantation - Freestyle (maybe macro?)
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glhf!
ATTx
Profile Joined February 2012
Korea (South)178 Posts
October 10 2022 17:23 GMT
#75
On October 08 2022 12:30 NewSunshine wrote:
Standard

Preservarium
+ Show Spoiler +
[image loading]


Macro

Singularity Cores
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Eidolon
+ Show Spoiler +
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Freestyle

The Umbral Locks
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Fool's Gold Harbor
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I love all maps
Great job

The Umbral Locks is my firstprize
5one2heal@gmail.com
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 10 2022 18:37 GMT
#76
On October 11 2022 02:23 ATTx wrote:
Show nested quote +
On October 08 2022 12:30 NewSunshine wrote:
Standard

Preservarium
+ Show Spoiler +
[image loading]


Macro

Singularity Cores
+ Show Spoiler +
[image loading]


Eidolon
+ Show Spoiler +
[image loading]


Freestyle

The Umbral Locks
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[image loading]


Fool's Gold Harbor
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I love all maps
Great job

The Umbral Locks is my firstprize

<3 Thank you very much. I really like your maps too, I'd be rather sad if Kraken doesn't win something myself. Good luck!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
KillerSmile
Profile Joined November 2018
Germany89 Posts
Last Edited: 2022-10-11 11:27:14
October 10 2022 23:25 GMT
#77
My submissions, uploaded to EU, KR and US:

Sidetracked - Standard
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[image loading]


Ley Lines - Macro
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[image loading]
mineral node blocking rich geyser 150 value


Solaris - Rush
+ Show Spoiler +
[image loading]


Silverflame - Freestyle
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[image loading]
mineral node at the backdoor value 40(same as Stargazers), rocks covering rich geysers and a watchtower in the top right half of the map


Omerta - Freestyle
+ Show Spoiler +
[image loading]
all lowground is covered in thicket, concealing units and reducing their vision to zero


glhf everyone, competition is strong this year!
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 11 2022 00:12 GMT
#78
My last submission,
Animal 160x136 freestyle
[image loading]
This is a re-work of an old map I created years ago.

Good luck to everyone!
SC2 Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2022-10-11 06:55:58
October 11 2022 04:21 GMT
#79
Lindlar - 132x140, Rush
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[image loading]


Spectrum - 144x136, Freestyle
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Monument of the Makers - 124x144, Freestyle
+ Show Spoiler +
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vibeo gane,
TacticalNuke
Profile Joined March 2019
4 Posts
Last Edited: 2022-11-05 22:13:57
October 11 2022 06:10 GMT
#80
Only had one submission because I only had one map I was happy with, but here it is!
Wilderness of Aiur (156x140):
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[image loading]
IIEclipseII
Profile Joined February 2016
Germany157 Posts
October 11 2022 09:16 GMT
#81
Booma - Macro
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[image loading]


Radhuset Station - Freestyle
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Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2022-11-09 11:36:48
November 09 2022 11:35 GMT
#82
On October 05 2022 22:17 KillerSmile wrote:
Show nested quote +
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 ?

[image loading]




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.

[image loading]

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.






Yes you re right, i just checked. It isn t possible to constraint Terran scan sight of view to the vision paint.... This could have been awesome because all these bases on every maps are generally oriented to the center which don t allow map makers of new patterns creation.

There s also a second problem which definetly close the subject unless Activision give us some interest (...), because of the air path which isn t working very well with the pathing block doodads, indeed, units knock on the block then adjust their pathfinding... I don t know why this is just a poor design, maybe because it would have slow the game engine. Too bad
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